Another refactor
This commit is contained in:
98
src/engine/EntityManager.ts
Normal file
98
src/engine/EntityManager.ts
Normal file
@@ -0,0 +1,98 @@
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import { type World, type EntityId, type Actor, type Vec2 } from "../core/types";
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import { idx } from "./world/world-logic";
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export class EntityManager {
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private grid: Map<number, EntityId[]> = new Map();
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private actors: Map<EntityId, Actor>;
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private world: World;
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constructor(world: World) {
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this.world = world;
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this.actors = world.actors;
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this.rebuildGrid();
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}
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rebuildGrid() {
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this.grid.clear();
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for (const actor of this.actors.values()) {
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this.addToGrid(actor);
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}
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}
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private addToGrid(actor: Actor) {
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const i = idx(this.world, actor.pos.x, actor.pos.y);
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if (!this.grid.has(i)) {
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this.grid.set(i, []);
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}
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this.grid.get(i)!.push(actor.id);
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}
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private removeFromGrid(actor: Actor) {
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const i = idx(this.world, actor.pos.x, actor.pos.y);
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const ids = this.grid.get(i);
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if (ids) {
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const index = ids.indexOf(actor.id);
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if (index !== -1) {
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ids.splice(index, 1);
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}
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if (ids.length === 0) {
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this.grid.delete(i);
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}
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}
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}
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moveActor(actorId: EntityId, from: Vec2, to: Vec2) {
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const actor = this.actors.get(actorId);
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if (!actor) return;
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// Remove from old position
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const oldIdx = idx(this.world, from.x, from.y);
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const ids = this.grid.get(oldIdx);
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if (ids) {
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const index = ids.indexOf(actorId);
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if (index !== -1) ids.splice(index, 1);
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if (ids.length === 0) this.grid.delete(oldIdx);
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}
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// Update position
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actor.pos.x = to.x;
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actor.pos.y = to.y;
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// Add to new position
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const newIdx = idx(this.world, to.x, to.y);
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if (!this.grid.has(newIdx)) this.grid.set(newIdx, []);
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this.grid.get(newIdx)!.push(actorId);
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}
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addActor(actor: Actor) {
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this.actors.set(actor.id, actor);
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this.addToGrid(actor);
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}
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removeActor(actorId: EntityId) {
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const actor = this.actors.get(actorId);
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if (actor) {
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this.removeFromGrid(actor);
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this.actors.delete(actorId);
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}
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}
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getActorsAt(x: number, y: number): Actor[] {
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const i = idx(this.world, x, y);
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const ids = this.grid.get(i);
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if (!ids) return [];
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return ids.map(id => this.actors.get(id)!).filter(Boolean);
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}
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isOccupied(x: number, y: number, ignoreType?: string): boolean {
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const actors = this.getActorsAt(x, y);
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if (ignoreType) {
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return actors.some(a => a.type !== ignoreType);
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}
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return actors.length > 0;
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}
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getNextId(): EntityId {
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return Math.max(0, ...this.actors.keys()) + 1;
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}
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}
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59
src/engine/ProgressionManager.ts
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59
src/engine/ProgressionManager.ts
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@@ -0,0 +1,59 @@
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import { type CombatantActor, type Stats } from "../core/types";
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export class ProgressionManager {
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allocateStat(player: CombatantActor, statName: string) {
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if (!player.stats || player.stats.statPoints <= 0) return;
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player.stats.statPoints--;
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if (statName === "strength") {
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player.stats.strength++;
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player.stats.maxHp += 2;
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player.stats.hp += 2;
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player.stats.attack += 0.2;
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} else if (statName === "dexterity") {
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player.stats.dexterity++;
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player.speed += 1;
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} else if (statName === "intelligence") {
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player.stats.intelligence++;
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if (player.stats.intelligence % 5 === 0) {
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player.stats.defense++;
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}
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}
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}
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allocatePassive(player: CombatantActor, nodeId: string) {
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if (!player.stats || player.stats.skillPoints <= 0) return;
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if (player.stats.passiveNodes.includes(nodeId)) return;
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player.stats.skillPoints--;
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player.stats.passiveNodes.push(nodeId);
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// Apply bonuses
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switch (nodeId) {
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case "off_1":
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player.stats.attack += 2;
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break;
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case "off_2":
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player.stats.attack += 4;
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break;
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case "def_1":
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player.stats.maxHp += 10;
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player.stats.hp += 10;
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break;
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case "def_2":
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player.stats.defense += 2;
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break;
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case "util_1":
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player.speed += 5;
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break;
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case "util_2":
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player.stats.expToNextLevel = Math.floor(player.stats.expToNextLevel * 0.9);
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break;
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}
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}
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calculateStats(baseStats: Stats): Stats {
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return baseStats;
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}
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}
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@@ -1,10 +1,12 @@
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import type { World, EntityId, Action, SimEvent, Actor, CombatantActor, CollectibleActor, ActorType } from "../../core/types";
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import { isBlocked } from "../world/world-logic";
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import { findPathAStar } from "../world/pathfinding";
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import { GAME_CONFIG } from "../../core/config/GameConfig";
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import { type EntityManager } from "../EntityManager";
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export function applyAction(w: World, actorId: EntityId, action: Action): SimEvent[] {
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export function applyAction(w: World, actorId: EntityId, action: Action, em?: EntityManager): SimEvent[] {
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const actor = w.actors.get(actorId);
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if (!actor) return [];
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@@ -12,10 +14,10 @@ export function applyAction(w: World, actorId: EntityId, action: Action): SimEve
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switch (action.type) {
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case "move":
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events.push(...handleMove(w, actor, action));
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events.push(...handleMove(w, actor, action, em));
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break;
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case "attack":
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events.push(...handleAttack(w, actor, action));
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events.push(...handleAttack(w, actor, action, em));
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break;
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case "wait":
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default:
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@@ -31,7 +33,7 @@ export function applyAction(w: World, actorId: EntityId, action: Action): SimEve
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return events;
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}
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function handleExpCollection(w: World, player: Actor, events: SimEvent[]) {
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function handleExpCollection(w: World, player: Actor, events: SimEvent[], em?: EntityManager) {
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if (player.category !== "combatant") return;
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const orbs = [...w.actors.values()].filter(a =>
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@@ -53,7 +55,8 @@ function handleExpCollection(w: World, player: Actor, events: SimEvent[]) {
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});
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checkLevelUp(player, events);
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w.actors.delete(orb.id);
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if (em) em.removeActor(orb.id);
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else w.actors.delete(orb.id);
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}
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}
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@@ -86,19 +89,23 @@ function checkLevelUp(player: CombatantActor, events: SimEvent[]) {
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}
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function handleMove(w: World, actor: Actor, action: { dx: number; dy: number }): SimEvent[] {
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function handleMove(w: World, actor: Actor, action: { dx: number; dy: number }, em?: EntityManager): SimEvent[] {
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const from = { ...actor.pos };
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const nx = actor.pos.x + action.dx;
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const ny = actor.pos.y + action.dy;
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if (!isBlocked(w, nx, ny)) {
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actor.pos.x = nx;
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actor.pos.y = ny;
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if (!isBlocked(w, nx, ny, em)) {
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if (em) {
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em.moveActor(actor.id, from, { x: nx, y: ny });
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} else {
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actor.pos.x = nx;
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actor.pos.y = ny;
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}
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const to = { ...actor.pos };
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const events: SimEvent[] = [{ type: "moved", actorId: actor.id, from, to }];
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if (actor.category === "combatant" && actor.isPlayer) {
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handleExpCollection(w, actor, events);
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handleExpCollection(w, actor, events, em);
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}
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return events;
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@@ -108,7 +115,8 @@ function handleMove(w: World, actor: Actor, action: { dx: number; dy: number }):
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}
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function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }): SimEvent[] {
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function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }, em?: EntityManager): SimEvent[] {
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const target = w.actors.get(action.targetId);
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if (target && target.category === "combatant" && actor.category === "combatant") {
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const events: SimEvent[] = [{ type: "attacked", attackerId: actor.id, targetId: action.targetId }];
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@@ -183,19 +191,25 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }): S
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y: target.pos.y,
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victimType: target.type as ActorType
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});
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w.actors.delete(target.id);
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if (em) em.removeActor(target.id);
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else w.actors.delete(target.id);
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// Spawn EXP Orb
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const enemyDef = (GAME_CONFIG.enemies as any)[target.type || ""];
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const expAmount = enemyDef?.expValue || 0;
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const orbId = Math.max(0, ...w.actors.keys(), target.id) + 1;
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w.actors.set(orbId, {
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const orbId = em ? em.getNextId() : Math.max(0, ...w.actors.keys(), target.id) + 1;
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const orb: CollectibleActor = {
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id: orbId,
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category: "collectible",
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type: "exp_orb",
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pos: { ...target.pos },
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expAmount // Explicit member in CollectibleActor
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});
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expAmount
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};
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if (em) em.addActor(orb);
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else w.actors.set(orbId, orb);
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events.push({ type: "orb-spawned", orbId, x: target.pos.x, y: target.pos.y });
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}
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@@ -210,7 +224,7 @@ function handleAttack(w: World, actor: Actor, action: { targetId: EntityId }): S
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* - if adjacent to player, attack
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* - else step toward player using greedy Manhattan
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*/
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export function decideEnemyAction(w: World, enemy: CombatantActor, player: CombatantActor): Action {
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export function decideEnemyAction(w: World, enemy: CombatantActor, player: CombatantActor, em?: EntityManager): Action {
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const dx = player.pos.x - enemy.pos.x;
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const dy = player.pos.y - enemy.pos.y;
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const dist = Math.abs(dx) + Math.abs(dy);
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@@ -219,7 +233,21 @@ export function decideEnemyAction(w: World, enemy: CombatantActor, player: Comba
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return { type: "attack", targetId: player.id };
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}
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// Use A* for smarter pathfinding
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const dummySeen = new Uint8Array(w.width * w.height).fill(1); // Enemies "know" the map
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const path = findPathAStar(w, dummySeen, enemy.pos, player.pos, { ignoreBlockedTarget: true, ignoreSeen: true, em });
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if (path.length >= 2) {
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const next = path[1];
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const adx = next.x - enemy.pos.x;
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const ady = next.y - enemy.pos.y;
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return { type: "move", dx: adx, dy: ady };
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}
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// Fallback to greedy if no path found
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const options: { dx: number; dy: number }[] = [];
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if (Math.abs(dx) >= Math.abs(dy)) {
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options.push({ dx: Math.sign(dx), dy: 0 });
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options.push({ dx: 0, dy: Math.sign(dy) });
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@@ -243,7 +271,7 @@ export function decideEnemyAction(w: World, enemy: CombatantActor, player: Comba
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* Energy/speed scheduler: runs until it's the player's turn and the game needs input.
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* Returns enemy events accumulated along the way.
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*/
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export function stepUntilPlayerTurn(w: World, playerId: EntityId): { awaitingPlayerId: EntityId; events: SimEvent[] } {
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export function stepUntilPlayerTurn(w: World, playerId: EntityId, em?: EntityManager): { awaitingPlayerId: EntityId; events: SimEvent[] } {
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const player = w.actors.get(playerId) as CombatantActor;
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if (!player || player.category !== "combatant") throw new Error("Player missing or invalid");
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@@ -269,8 +297,8 @@ export function stepUntilPlayerTurn(w: World, playerId: EntityId): { awaitingPla
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return { awaitingPlayerId: actor.id, events };
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}
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const action = decideEnemyAction(w, actor, player);
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events.push(...applyAction(w, actor.id, action));
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const action = decideEnemyAction(w, actor, player, em);
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events.push(...applyAction(w, actor.id, action, em));
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// Check if player was killed by this action
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if (!w.actors.has(playerId)) {
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@@ -214,54 +214,68 @@ function placeEnemies(floor: number, rooms: Room[], actors: Map<EntityId, Actor>
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const numEnemies = GAME_CONFIG.enemyScaling.baseCount + floor * GAME_CONFIG.enemyScaling.baseCountPerFloor;
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const enemyTypes = Object.keys(GAME_CONFIG.enemies);
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const occupiedPositions = new Set<string>();
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for (let i = 0; i < numEnemies && i < rooms.length - 1; i++) {
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for (let i = 0; i < numEnemies; i++) {
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// Pick a random room (not the starting room 0)
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const roomIdx = 1 + Math.floor(random() * (rooms.length - 1));
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const room = rooms[roomIdx];
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const enemyX = room.x + 1 + Math.floor(random() * (room.width - 2));
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const enemyY = room.y + 1 + Math.floor(random() * (room.height - 2));
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const type = enemyTypes[Math.floor(random() * enemyTypes.length)] as keyof typeof GAME_CONFIG.enemies;
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const enemyDef = GAME_CONFIG.enemies[type];
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// Try to find an empty spot in the room
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for (let attempts = 0; attempts < 5; attempts++) {
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const scaledHp = enemyDef.baseHp + floor * GAME_CONFIG.enemyScaling.hpPerFloor;
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const scaledAttack = enemyDef.baseAttack + Math.floor(floor / 2) * GAME_CONFIG.enemyScaling.attackPerTwoFloors;
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actors.set(enemyId, {
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id: enemyId,
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category: "combatant",
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isPlayer: false,
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type,
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pos: { x: enemyX, y: enemyY },
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speed: enemyDef.minSpeed + Math.floor(random() * (enemyDef.maxSpeed - enemyDef.minSpeed)),
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energy: 0,
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stats: {
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maxHp: scaledHp + Math.floor(random() * 4),
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hp: scaledHp + Math.floor(random() * 4),
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attack: scaledAttack + Math.floor(random() * 2),
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defense: enemyDef.baseDefense,
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level: 0,
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exp: 0,
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expToNextLevel: 0,
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statPoints: 0,
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skillPoints: 0,
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strength: 0,
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dexterity: 0,
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intelligence: 0,
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critChance: 0,
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critMultiplier: 100,
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accuracy: 80,
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lifesteal: 0,
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evasion: 0,
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blockChance: 0,
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luck: 0,
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passiveNodes: []
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const ex = room.x + 1 + Math.floor(random() * (room.width - 2));
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const ey = room.y + 1 + Math.floor(random() * (room.height - 2));
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const k = `${ex},${ey}`;
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if (!occupiedPositions.has(k)) {
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const type = enemyTypes[Math.floor(random() * enemyTypes.length)] as keyof typeof GAME_CONFIG.enemies;
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const enemyDef = GAME_CONFIG.enemies[type];
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const scaledHp = enemyDef.baseHp + floor * GAME_CONFIG.enemyScaling.hpPerFloor;
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const scaledAttack = enemyDef.baseAttack + Math.floor(floor / 2) * GAME_CONFIG.enemyScaling.attackPerTwoFloors;
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actors.set(enemyId, {
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id: enemyId,
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category: "combatant",
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isPlayer: false,
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type,
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pos: { x: ex, y: ey },
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speed: enemyDef.minSpeed + Math.floor(random() * (enemyDef.maxSpeed - enemyDef.minSpeed)),
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energy: 0,
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stats: {
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maxHp: scaledHp + Math.floor(random() * 4),
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hp: scaledHp + Math.floor(random() * 4),
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attack: scaledAttack + Math.floor(random() * 2),
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defense: enemyDef.baseDefense,
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level: 0,
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exp: 0,
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expToNextLevel: 0,
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statPoints: 0,
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skillPoints: 0,
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strength: 0,
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dexterity: 0,
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intelligence: 0,
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critChance: 0,
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critMultiplier: 100,
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accuracy: 80,
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lifesteal: 0,
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evasion: 0,
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blockChance: 0,
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luck: 0,
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passiveNodes: []
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}
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});
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occupiedPositions.add(k);
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enemyId++;
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break;
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}
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});
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enemyId++;
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}
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}
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}
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export const makeTestWorld = generateWorld;
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@@ -2,6 +2,7 @@ import type { World, Vec2 } from "../../core/types";
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import { key } from "../../core/utils";
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import { manhattan } from "../../core/math";
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import { inBounds, isWall, isBlocked, idx } from "./world-logic";
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import { type EntityManager } from "../EntityManager";
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/**
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* Simple 4-dir A* pathfinding.
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@@ -11,14 +12,14 @@ import { inBounds, isWall, isBlocked, idx } from "./world-logic";
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* - You cannot path THROUGH unseen tiles.
|
||||
* - You cannot path TO an unseen target tile.
|
||||
*/
|
||||
export function findPathAStar(w: World, seen: Uint8Array, start: Vec2, end: Vec2, options: { ignoreBlockedTarget?: boolean } = {}): Vec2[] {
|
||||
export function findPathAStar(w: World, seen: Uint8Array, start: Vec2, end: Vec2, options: { ignoreBlockedTarget?: boolean; ignoreSeen?: boolean; em?: EntityManager } = {}): Vec2[] {
|
||||
if (!inBounds(w, end.x, end.y)) return [];
|
||||
if (isWall(w, end.x, end.y)) return [];
|
||||
|
||||
// If not ignoring target block, fail if blocked
|
||||
if (!options.ignoreBlockedTarget && isBlocked(w, end.x, end.y)) return [];
|
||||
if (!options.ignoreBlockedTarget && isBlocked(w, end.x, end.y, options.em)) return [];
|
||||
|
||||
if (seen[idx(w, end.x, end.y)] !== 1) return [];
|
||||
if (!options.ignoreSeen && seen[idx(w, end.x, end.y)] !== 1) return [];
|
||||
|
||||
const open: Vec2[] = [start];
|
||||
const cameFrom = new Map<string, string>();
|
||||
@@ -76,12 +77,12 @@ export function findPathAStar(w: World, seen: Uint8Array, start: Vec2, end: Vec2
|
||||
if (!inBounds(w, nx, ny)) continue;
|
||||
if (isWall(w, nx, ny)) continue;
|
||||
|
||||
// Exploration rule: cannot path through unseen (except start)
|
||||
if (!(nx === start.x && ny === start.y) && seen[idx(w, nx, ny)] !== 1) continue;
|
||||
// Exploration rule: cannot path through unseen (except start, or if ignoreSeen is set)
|
||||
if (!options.ignoreSeen && !(nx === start.x && ny === start.y) && seen[idx(w, nx, ny)] !== 1) continue;
|
||||
|
||||
// Avoid walking through other actors (except standing on start, OR if it is the target and we ignore block)
|
||||
const isTarget = nx === end.x && ny === end.y;
|
||||
if (!isTarget && !(nx === start.x && ny === start.y) && isBlocked(w, nx, ny)) continue;
|
||||
if (!isTarget && !(nx === start.x && ny === start.y) && isBlocked(w, nx, ny, options.em)) continue;
|
||||
|
||||
const nK = key(nx, ny);
|
||||
const tentativeG = (gScore.get(currentK) ?? Infinity) + 1;
|
||||
|
||||
@@ -1,6 +1,8 @@
|
||||
import type { World, EntityId } from "../../core/types";
|
||||
import { GAME_CONFIG } from "../../core/config/GameConfig";
|
||||
|
||||
import { type EntityManager } from "../EntityManager";
|
||||
|
||||
export function inBounds(w: World, x: number, y: number): boolean {
|
||||
return x >= 0 && y >= 0 && x < w.width && y < w.height;
|
||||
}
|
||||
@@ -14,10 +16,14 @@ export function isWall(w: World, x: number, y: number): boolean {
|
||||
return tile === GAME_CONFIG.terrain.wall || tile === GAME_CONFIG.terrain.wallDeco;
|
||||
}
|
||||
|
||||
export function isBlocked(w: World, x: number, y: number): boolean {
|
||||
export function isBlocked(w: World, x: number, y: number, em?: EntityManager): boolean {
|
||||
if (!inBounds(w, x, y)) return true;
|
||||
if (isWall(w, x, y)) return true;
|
||||
|
||||
if (em) {
|
||||
return em.isOccupied(x, y, "exp_orb");
|
||||
}
|
||||
|
||||
for (const a of w.actors.values()) {
|
||||
if (a.pos.x === x && a.pos.y === y && a.type !== "exp_orb") return true;
|
||||
}
|
||||
@@ -25,6 +31,7 @@ export function isBlocked(w: World, x: number, y: number): boolean {
|
||||
}
|
||||
|
||||
|
||||
|
||||
export function isPlayerOnExit(w: World, playerId: EntityId): boolean {
|
||||
const p = w.actors.get(playerId);
|
||||
if (!p) return false;
|
||||
|
||||
@@ -188,12 +188,25 @@ export class DungeonRenderer {
|
||||
if (a.category === "combatant") {
|
||||
if (a.isPlayer) {
|
||||
if (this.playerSprite) {
|
||||
this.playerSprite.setPosition(a.pos.x * TILE_SIZE + TILE_SIZE / 2, a.pos.y * TILE_SIZE + TILE_SIZE / 2);
|
||||
const tx = a.pos.x * TILE_SIZE + TILE_SIZE / 2;
|
||||
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.playerSprite.setVisible(true);
|
||||
}
|
||||
continue;
|
||||
}
|
||||
|
||||
|
||||
if (!isVis) continue;
|
||||
|
||||
activeEnemyIds.add(a.id);
|
||||
@@ -207,8 +220,21 @@ export class DungeonRenderer {
|
||||
this.enemySprites.set(a.id, sprite);
|
||||
}
|
||||
|
||||
sprite.setPosition(a.pos.x * TILE_SIZE + TILE_SIZE / 2, a.pos.y * TILE_SIZE + TILE_SIZE / 2);
|
||||
const tx = a.pos.x * TILE_SIZE + TILE_SIZE / 2;
|
||||
const ty = a.pos.y * TILE_SIZE + TILE_SIZE / 2;
|
||||
|
||||
if (sprite.x !== tx || sprite.y !== ty) {
|
||||
this.scene.tweens.add({
|
||||
targets: sprite,
|
||||
x: tx,
|
||||
y: ty,
|
||||
duration: 120,
|
||||
ease: 'Quad.easeOut',
|
||||
overwrite: true
|
||||
});
|
||||
}
|
||||
sprite.setVisible(true);
|
||||
|
||||
} else if (a.category === "collectible") {
|
||||
if (a.type === "exp_orb") {
|
||||
if (!isVis) continue;
|
||||
|
||||
@@ -106,9 +106,12 @@ describe('DungeonRenderer', () => {
|
||||
destroy: vi.fn(),
|
||||
}),
|
||||
},
|
||||
|
||||
tweens: {
|
||||
add: vi.fn(),
|
||||
},
|
||||
};
|
||||
|
||||
|
||||
mockWorld = {
|
||||
width: 10,
|
||||
height: 10,
|
||||
|
||||
@@ -15,6 +15,8 @@ import { generateWorld } from "../engine/world/generator";
|
||||
|
||||
import { DungeonRenderer } from "../rendering/DungeonRenderer";
|
||||
import { GAME_CONFIG } from "../core/config/GameConfig";
|
||||
import { EntityManager } from "../engine/EntityManager";
|
||||
import { ProgressionManager } from "../engine/ProgressionManager";
|
||||
|
||||
export class GameScene extends Phaser.Scene {
|
||||
private world!: World;
|
||||
@@ -38,6 +40,9 @@ export class GameScene extends Phaser.Scene {
|
||||
private isInventoryOpen = false;
|
||||
private isCharacterOpen = false;
|
||||
|
||||
private entityManager!: EntityManager;
|
||||
private progressionManager: ProgressionManager = new ProgressionManager();
|
||||
|
||||
constructor() {
|
||||
super("GameScene");
|
||||
}
|
||||
@@ -121,13 +126,22 @@ export class GameScene extends Phaser.Scene {
|
||||
});
|
||||
|
||||
this.events.on("allocate-stat", (statName: string) => {
|
||||
this.allocateStat(statName);
|
||||
const player = this.world.actors.get(this.playerId) as CombatantActor;
|
||||
if (player) {
|
||||
this.progressionManager.allocateStat(player, statName);
|
||||
this.emitUIUpdate();
|
||||
}
|
||||
});
|
||||
|
||||
this.events.on("allocate-passive", (nodeId: string) => {
|
||||
this.allocatePassive(nodeId);
|
||||
const player = this.world.actors.get(this.playerId) as CombatantActor;
|
||||
if (player) {
|
||||
this.progressionManager.allocatePassive(player, nodeId);
|
||||
this.emitUIUpdate();
|
||||
}
|
||||
});
|
||||
|
||||
|
||||
// Mouse click -> compute path (only during player turn, and not while menu/minimap is open)
|
||||
this.input.on("pointerdown", (p: Phaser.Input.Pointer) => {
|
||||
if (!this.awaitingPlayer) return;
|
||||
@@ -146,14 +160,15 @@ export class GameScene extends Phaser.Scene {
|
||||
a.category === "combatant" && a.pos.x === tx && a.pos.y === ty && !a.isPlayer
|
||||
);
|
||||
|
||||
const player = this.world.actors.get(this.playerId) as CombatantActor;
|
||||
const path = findPathAStar(
|
||||
this.world,
|
||||
this.dungeonRenderer.seenArray,
|
||||
{ ...player.pos },
|
||||
{ x: tx, y: ty },
|
||||
{ ignoreBlockedTarget: isEnemy }
|
||||
);
|
||||
const player = this.world.actors.get(this.playerId) as CombatantActor;
|
||||
const path = findPathAStar(
|
||||
this.world,
|
||||
this.dungeonRenderer.seenArray,
|
||||
{ ...player.pos },
|
||||
{ x: tx, y: ty },
|
||||
{ ignoreBlockedTarget: isEnemy }
|
||||
);
|
||||
|
||||
|
||||
if (path.length >= 2) this.playerPath = path;
|
||||
this.dungeonRenderer.render(this.playerPath);
|
||||
@@ -176,7 +191,7 @@ export class GameScene extends Phaser.Scene {
|
||||
return;
|
||||
}
|
||||
|
||||
if (isBlocked(this.world, next.x, next.y)) {
|
||||
if (isBlocked(this.world, next.x, next.y, this.entityManager)) {
|
||||
// Check if it's an enemy at 'next'
|
||||
const targetId = [...this.world.actors.values()].find(
|
||||
a => a.category === "combatant" && a.pos.x === next.x && a.pos.y === next.y && !a.isPlayer
|
||||
@@ -242,10 +257,11 @@ export class GameScene extends Phaser.Scene {
|
||||
private commitPlayerAction(action: Action) {
|
||||
this.awaitingPlayer = false;
|
||||
|
||||
const playerEvents = applyAction(this.world, this.playerId, action);
|
||||
const enemyStep = stepUntilPlayerTurn(this.world, this.playerId);
|
||||
const playerEvents = applyAction(this.world, this.playerId, action, this.entityManager);
|
||||
const enemyStep = stepUntilPlayerTurn(this.world, this.playerId, this.entityManager);
|
||||
this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId;
|
||||
|
||||
|
||||
// Process events for visual fx
|
||||
const allEvents = [...playerEvents, ...enemyStep.events];
|
||||
for (const ev of allEvents) {
|
||||
@@ -306,6 +322,8 @@ export class GameScene extends Phaser.Scene {
|
||||
const { world, playerId } = generateWorld(floor, this.runState);
|
||||
this.world = world;
|
||||
this.playerId = playerId;
|
||||
this.entityManager = new EntityManager(this.world);
|
||||
|
||||
|
||||
// Reset transient state
|
||||
this.playerPath = [];
|
||||
@@ -318,9 +336,10 @@ export class GameScene extends Phaser.Scene {
|
||||
this.dungeonRenderer.initializeFloor(this.world);
|
||||
|
||||
// Step until player turn
|
||||
const enemyStep = stepUntilPlayerTurn(this.world, this.playerId);
|
||||
const enemyStep = stepUntilPlayerTurn(this.world, this.playerId, this.entityManager);
|
||||
this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId;
|
||||
|
||||
|
||||
this.dungeonRenderer.computeFov(this.playerId);
|
||||
this.centerCameraOnPlayer();
|
||||
this.dungeonRenderer.render(this.playerPath);
|
||||
@@ -355,50 +374,5 @@ export class GameScene extends Phaser.Scene {
|
||||
);
|
||||
}
|
||||
|
||||
private allocateStat(statName: string) {
|
||||
const p = this.world.actors.get(this.playerId) as CombatantActor;
|
||||
if (!p || p.category !== "combatant" || !p.stats || p.stats.statPoints <= 0) return;
|
||||
|
||||
p.stats.statPoints--;
|
||||
if (statName === "strength") {
|
||||
p.stats.strength++;
|
||||
p.stats.maxHp += 2;
|
||||
p.stats.hp += 2;
|
||||
p.stats.attack += 0.2; // Small boost per Str
|
||||
} else if (statName === "dexterity") {
|
||||
p.stats.dexterity++;
|
||||
p.speed += 1;
|
||||
} else if (statName === "intelligence") {
|
||||
p.stats.intelligence++;
|
||||
// Maybe defense every 5 points?
|
||||
if (p.stats.intelligence % 5 === 0) {
|
||||
p.stats.defense++;
|
||||
}
|
||||
}
|
||||
|
||||
this.emitUIUpdate();
|
||||
}
|
||||
|
||||
private allocatePassive(nodeId: string) {
|
||||
const p = this.world.actors.get(this.playerId) as CombatantActor;
|
||||
if (!p || p.category !== "combatant" || !p.stats || p.stats.skillPoints <= 0) return;
|
||||
|
||||
if (p.stats.passiveNodes.includes(nodeId)) return;
|
||||
|
||||
p.stats.skillPoints--;
|
||||
p.stats.passiveNodes.push(nodeId);
|
||||
|
||||
// Apply bonuses
|
||||
if (nodeId === "off_1") p.stats.attack += 2;
|
||||
else if (nodeId === "off_2") p.stats.attack += 4;
|
||||
else if (nodeId === "def_1") {
|
||||
p.stats.maxHp += 10;
|
||||
p.stats.hp += 10;
|
||||
}
|
||||
else if (nodeId === "def_2") p.stats.defense += 2;
|
||||
else if (nodeId === "util_1") p.speed += 5;
|
||||
else if (nodeId === "util_2") p.stats.expToNextLevel = Math.floor(p.stats.expToNextLevel * 0.9);
|
||||
|
||||
this.emitUIUpdate();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
743
src/ui/GameUI.ts
743
src/ui/GameUI.ts
@@ -1,699 +1,100 @@
|
||||
import Phaser from "phaser";
|
||||
import { type World, type EntityId, type Stats, type CombatantActor } from "../core/types";
|
||||
import { GAME_CONFIG } from "../core/config/GameConfig";
|
||||
import { type World, type EntityId, type CombatantActor, type Stats } from "../core/types";
|
||||
import { HudComponent } from "./components/HudComponent";
|
||||
import { MenuComponent } from "./components/MenuComponent";
|
||||
import { InventoryOverlay } from "./components/InventoryOverlay";
|
||||
import { CharacterOverlay } from "./components/CharacterOverlay";
|
||||
import { DeathOverlay } from "./components/DeathOverlay";
|
||||
import { PersistentButtonsComponent } from "./components/PersistentButtonsComponent";
|
||||
|
||||
export default class GameUI extends Phaser.Scene {
|
||||
// HUD
|
||||
private floorText!: Phaser.GameObjects.Text;
|
||||
private healthBar!: Phaser.GameObjects.Graphics;
|
||||
private expBar!: Phaser.GameObjects.Graphics;
|
||||
|
||||
|
||||
// Menu
|
||||
private menuOpen = false;
|
||||
private menuContainer!: Phaser.GameObjects.Container;
|
||||
private menuText!: Phaser.GameObjects.Text;
|
||||
private menuBg!: Phaser.GameObjects.Rectangle;
|
||||
private menuButton!: Phaser.GameObjects.Container;
|
||||
private mapButton!: Phaser.GameObjects.Container;
|
||||
private backpackButton!: Phaser.GameObjects.Container;
|
||||
private characterButton!: Phaser.GameObjects.Container;
|
||||
|
||||
// Inventory/Equipment Overlay
|
||||
private inventoryOpen = false;
|
||||
private invContainer!: Phaser.GameObjects.Container;
|
||||
private equipmentSlots: Map<string, Phaser.GameObjects.Container> = new Map();
|
||||
private backpackSlots: Phaser.GameObjects.Container[] = [];
|
||||
|
||||
// Character Overlay
|
||||
private characterOpen = false;
|
||||
private charContainer!: Phaser.GameObjects.Container;
|
||||
private attrText!: Phaser.GameObjects.Text;
|
||||
private skillPointsText!: Phaser.GameObjects.Text;
|
||||
private statPointsText!: Phaser.GameObjects.Text;
|
||||
private charStatsText!: Phaser.GameObjects.Text;
|
||||
|
||||
// Death Screen
|
||||
private deathContainer!: Phaser.GameObjects.Container;
|
||||
private deathText!: Phaser.GameObjects.Text;
|
||||
private restartButton!: Phaser.GameObjects.Container;
|
||||
private hud: HudComponent;
|
||||
private menu: MenuComponent;
|
||||
private inventory: InventoryOverlay;
|
||||
private character: CharacterOverlay;
|
||||
private death: DeathOverlay;
|
||||
private persistentButtons: PersistentButtonsComponent;
|
||||
|
||||
constructor() {
|
||||
super({ key: "GameUI" });
|
||||
this.hud = new HudComponent(this);
|
||||
this.menu = new MenuComponent(this);
|
||||
this.inventory = new InventoryOverlay(this);
|
||||
this.character = new CharacterOverlay(this);
|
||||
this.death = new DeathOverlay(this);
|
||||
this.persistentButtons = new PersistentButtonsComponent(this);
|
||||
}
|
||||
|
||||
create() {
|
||||
this.createHud();
|
||||
this.createMenu();
|
||||
this.createInventoryOverlay();
|
||||
this.createCharacterOverlay();
|
||||
this.createDeathScreen();
|
||||
|
||||
// Listen for updates from GameScene
|
||||
create() {
|
||||
this.hud.create();
|
||||
this.menu.create();
|
||||
this.inventory.create();
|
||||
this.character.create();
|
||||
this.death.create();
|
||||
this.persistentButtons.create();
|
||||
|
||||
const gameScene = this.scene.get("GameScene");
|
||||
|
||||
|
||||
// Listen for updates from GameScene
|
||||
gameScene.events.on("update-ui", (data: { world: World; playerId: EntityId; floorIndex: number }) => {
|
||||
this.updateUI(data.world, data.playerId, data.floorIndex);
|
||||
});
|
||||
|
||||
gameScene.events.on("toggle-menu", () => this.toggleMenu());
|
||||
gameScene.events.on("toggle-inventory", () => this.toggleInventory());
|
||||
gameScene.events.on("toggle-character", () => this.toggleCharacter());
|
||||
gameScene.events.on("toggle-menu", () => {
|
||||
this.menu.toggle();
|
||||
this.emitMenuStates();
|
||||
});
|
||||
|
||||
gameScene.events.on("toggle-inventory", () => {
|
||||
const open = this.inventory.toggle();
|
||||
if (open) {
|
||||
this.menu.setVisible(false);
|
||||
this.character.setVisible(false);
|
||||
}
|
||||
this.emitMenuStates();
|
||||
});
|
||||
|
||||
gameScene.events.on("toggle-character", () => {
|
||||
const open = this.character.toggle();
|
||||
if (open) {
|
||||
this.menu.setVisible(false);
|
||||
this.inventory.setVisible(false);
|
||||
}
|
||||
this.emitMenuStates();
|
||||
});
|
||||
|
||||
gameScene.events.on("close-menu", () => {
|
||||
this.setMenuOpen(false);
|
||||
this.setInventoryOpen(false);
|
||||
this.setCharacterOpen(false);
|
||||
this.menu.setVisible(false);
|
||||
this.inventory.setVisible(false);
|
||||
this.character.setVisible(false);
|
||||
this.emitMenuStates();
|
||||
});
|
||||
|
||||
gameScene.events.on("restart-game", () => {
|
||||
this.death.hide();
|
||||
});
|
||||
}
|
||||
|
||||
private createHud() {
|
||||
this.floorText = this.add.text(10, 10, "Floor 1", {
|
||||
fontSize: "20px",
|
||||
color: "#ffffff",
|
||||
fontStyle: "bold"
|
||||
}).setDepth(100);
|
||||
|
||||
this.healthBar = this.add.graphics().setDepth(100);
|
||||
this.expBar = this.add.graphics().setDepth(100);
|
||||
private emitMenuStates() {
|
||||
const gameScene = this.scene.get("GameScene");
|
||||
gameScene.events.emit("menu-toggled", this.menu.isOpen);
|
||||
gameScene.events.emit("inventory-toggled", this.inventory.isOpen);
|
||||
gameScene.events.emit("character-toggled", this.character.isOpen);
|
||||
}
|
||||
|
||||
private createMenu() {
|
||||
const cam = this.cameras.main;
|
||||
|
||||
const btnW = 90;
|
||||
const btnH = 28;
|
||||
|
||||
// Menu Button
|
||||
const btnBg = this.add.rectangle(0, 0, btnW, btnH, 0x000000, 0.6).setStrokeStyle(1, 0xffffff, 0.8);
|
||||
const btnLabel = this.add.text(0, 0, "Menu", { fontSize: "14px", color: "#ffffff" }).setOrigin(0.5);
|
||||
|
||||
this.menuButton = this.add.container(0, 0, [btnBg, btnLabel]);
|
||||
this.menuButton.setDepth(1000);
|
||||
|
||||
const placeButton = () => {
|
||||
this.menuButton.setPosition(cam.width - btnW / 2 - 10, btnH / 2 + 10);
|
||||
};
|
||||
placeButton();
|
||||
this.scale.on("resize", placeButton);
|
||||
|
||||
btnBg.setInteractive({ useHandCursor: true }).on("pointerdown", () => this.toggleMenu());
|
||||
|
||||
// Map Button (left of Menu button)
|
||||
const mapBtnBg = this.add.rectangle(0, 0, btnW, btnH, 0x000000, 0.6).setStrokeStyle(1, 0xffffff, 0.8);
|
||||
const mapBtnLabel = this.add.text(0, 0, "Map", { fontSize: "14px", color: "#ffffff" }).setOrigin(0.5);
|
||||
|
||||
this.mapButton = this.add.container(0, 0, [mapBtnBg, mapBtnLabel]);
|
||||
this.mapButton.setDepth(1000);
|
||||
|
||||
const placeMapButton = () => {
|
||||
this.mapButton.setPosition(cam.width - btnW / 2 - 10 - btnW - 5, btnH / 2 + 10);
|
||||
};
|
||||
placeMapButton();
|
||||
this.scale.on("resize", placeMapButton);
|
||||
|
||||
mapBtnBg.setInteractive({ useHandCursor: true }).on("pointerdown", () => this.toggleMap());
|
||||
|
||||
// Panel (center)
|
||||
const panelW = GAME_CONFIG.ui.menuPanelWidth;
|
||||
const panelH = GAME_CONFIG.ui.menuPanelHeight;
|
||||
|
||||
this.menuBg = this.add
|
||||
.rectangle(0, 0, panelW, panelH, 0x000000, 0.8)
|
||||
.setStrokeStyle(1, 0xffffff, 0.9)
|
||||
.setInteractive(); // capture clicks
|
||||
|
||||
this.menuText = this.add
|
||||
.text(-panelW / 2 + 14, -panelH / 2 + 12, "", {
|
||||
fontSize: "14px",
|
||||
color: "#ffffff",
|
||||
wordWrap: { width: panelW - 28 }
|
||||
})
|
||||
.setOrigin(0, 0);
|
||||
|
||||
this.menuContainer = this.add.container(0, 0, [this.menuBg, this.menuText]);
|
||||
this.menuContainer.setDepth(1001);
|
||||
|
||||
const placePanel = () => {
|
||||
this.menuContainer.setPosition(cam.width / 2, cam.height / 2);
|
||||
};
|
||||
placePanel();
|
||||
this.scale.on("resize", placePanel);
|
||||
|
||||
// Backpack Button (Bottom Left)
|
||||
const bpBtnBg = this.add.rectangle(0, 0, btnW, btnH, 0x000000, 0.6).setStrokeStyle(1, 0xffffff, 0.8);
|
||||
const bpBtnLabel = this.add.text(0, 0, "Backpack", { fontSize: "14px", color: "#ffffff" }).setOrigin(0.5);
|
||||
this.backpackButton = this.add.container(0, 0, [bpBtnBg, bpBtnLabel]);
|
||||
this.backpackButton.setDepth(1000);
|
||||
|
||||
const placeBpButton = () => {
|
||||
this.backpackButton.setPosition(btnW / 2 + 10, cam.height - btnH / 2 - 10);
|
||||
};
|
||||
placeBpButton();
|
||||
this.scale.on("resize", placeBpButton);
|
||||
|
||||
bpBtnBg.setInteractive({ useHandCursor: true }).on("pointerdown", () => this.toggleInventory());
|
||||
|
||||
// Character Button (Right of Backpack)
|
||||
const charBtnBg = this.add.rectangle(0, 0, btnW, btnH, 0x000000, 0.6).setStrokeStyle(1, 0xffffff, 0.8);
|
||||
const charBtnLabel = this.add.text(0, 0, "Character", { fontSize: "14px", color: "#ffffff" }).setOrigin(0.5);
|
||||
this.characterButton = this.add.container(0, 0, [charBtnBg, charBtnLabel]);
|
||||
this.characterButton.setDepth(1000);
|
||||
|
||||
const placeCharButton = () => {
|
||||
this.characterButton.setPosition(btnW / 2 + 10 + btnW + 5, cam.height - btnH / 2 - 10);
|
||||
};
|
||||
placeCharButton();
|
||||
this.scale.on("resize", placeCharButton);
|
||||
|
||||
charBtnBg.setInteractive({ useHandCursor: true }).on("pointerdown", () => this.toggleCharacter());
|
||||
|
||||
this.setMenuOpen(false);
|
||||
}
|
||||
|
||||
private createInventoryOverlay() {
|
||||
const cam = this.cameras.main;
|
||||
const panelW = 850;
|
||||
const panelH = 550;
|
||||
|
||||
// Premium Background with Gradient
|
||||
const bg = this.add.graphics();
|
||||
bg.fillStyle(0x000000, 0.9);
|
||||
bg.fillRect(-panelW / 2, -panelH / 2, panelW, panelH);
|
||||
|
||||
// Make the area interactive to capture clicks
|
||||
const hitArea = new Phaser.Geom.Rectangle(-panelW / 2, -panelH / 2, panelW, panelH);
|
||||
this.add.zone(0, 0, panelW, panelH).setInteractive(hitArea, Phaser.Geom.Rectangle.Contains);
|
||||
|
||||
bg.lineStyle(3, 0x443322, 1);
|
||||
bg.strokeRect(-panelW / 2, -panelH / 2, panelW, panelH);
|
||||
|
||||
// Subtle inner border
|
||||
bg.lineStyle(1, 0x887766, 0.3);
|
||||
bg.strokeRect(-panelW / 2 + 5, -panelH / 2 + 5, panelW - 10, panelH - 10);
|
||||
|
||||
const title = this.add.text(0, -panelH / 2 + 25, "INVENTORY", {
|
||||
fontSize: "28px",
|
||||
color: "#d4af37",
|
||||
fontStyle: "bold",
|
||||
shadow: { blur: 2, color: "#000000", fill: true, offsetY: 2 }
|
||||
}).setOrigin(0.5);
|
||||
|
||||
this.invContainer = this.add.container(0, 0, [bg, title]);
|
||||
this.invContainer.setDepth(1001);
|
||||
|
||||
// --- Equipment Section (PoE Style) ---
|
||||
const eqX = -200;
|
||||
const eqY = 10;
|
||||
|
||||
const createSlot = (x: number, y: number, w: number, h: number, label: string, key: string) => {
|
||||
const g = this.add.graphics();
|
||||
// Outer border
|
||||
g.lineStyle(2, 0x444444, 1);
|
||||
g.strokeRect(-w / 2, -h / 2, w, h);
|
||||
|
||||
// Inner gradient-like background
|
||||
g.fillStyle(0x1a1a1a, 1);
|
||||
g.fillRect(-w / 2 + 1, -h / 2 + 1, w - 2, h - 2);
|
||||
|
||||
// Bottom highlight
|
||||
g.lineStyle(1, 0x333333, 1);
|
||||
g.lineBetween(-w / 2 + 2, h / 2 - 2, w / 2 - 2, h / 2 - 2);
|
||||
|
||||
const txt = this.add.text(0, 0, label, { fontSize: "11px", color: "#666666", fontStyle: "bold" }).setOrigin(0.5);
|
||||
const container = this.add.container(x, y, [g, txt]);
|
||||
|
||||
this.equipmentSlots.set(key, container);
|
||||
this.invContainer.add(container);
|
||||
return container;
|
||||
};
|
||||
|
||||
// Sizes based on PoE proportions
|
||||
const sSmall = 54;
|
||||
const sMed = 70;
|
||||
const sLargeW = 90;
|
||||
const sLargeH = 160;
|
||||
|
||||
// Central Column
|
||||
createSlot(eqX, eqY - 140, sMed, sMed, "Head", "helmet"); // Helmet
|
||||
createSlot(eqX, eqY - 20, sLargeW, 130, "Body", "bodyArmour"); // Body Armour
|
||||
createSlot(eqX, eqY + 80, 100, 36, "Belt", "belt"); // Belt
|
||||
|
||||
// Sides (Large)
|
||||
createSlot(eqX - 140, eqY - 50, sLargeW, sLargeH, "Main Hand", "mainHand"); // Main Hand
|
||||
createSlot(eqX + 140, eqY - 50, sLargeW, sLargeH, "Off Hand", "offHand"); // Off Hand
|
||||
|
||||
// Inner Column Left (Ring)
|
||||
createSlot(eqX - 80, eqY - 30, sSmall, sSmall, "Ring", "ringLeft");
|
||||
|
||||
// Inner Column Right (Ring)
|
||||
createSlot(eqX + 80, eqY - 30, sSmall, sSmall, "Ring", "ringRight");
|
||||
|
||||
// Bottom Corners
|
||||
createSlot(eqX - 100, eqY + 70, sMed, sMed, "Hands", "gloves");
|
||||
createSlot(eqX + 100, eqY + 70, sMed, sMed, "Boots", "boots");
|
||||
|
||||
// --- Backpack Section (Right Side) ---
|
||||
const bpX = 120;
|
||||
const bpY = -panelH / 2 + 100;
|
||||
const rows = 10;
|
||||
const cols = 6;
|
||||
const bpSlotSize = 42;
|
||||
|
||||
const bpTitle = this.add.text(bpX + (cols * (bpSlotSize + 4)) / 2 - 20, bpY - 40, "BACKPACK", {
|
||||
fontSize: "18px",
|
||||
color: "#d4af37",
|
||||
fontStyle: "bold"
|
||||
}).setOrigin(0.5);
|
||||
this.invContainer.add(bpTitle);
|
||||
|
||||
for (let r = 0; r < rows; r++) {
|
||||
for (let c = 0; c < cols; c++) {
|
||||
const x = bpX + c * (bpSlotSize + 4);
|
||||
const y = bpY + r * (bpSlotSize + 4);
|
||||
|
||||
const g = this.add.graphics();
|
||||
g.lineStyle(1, 0x333333, 1);
|
||||
g.strokeRect(-bpSlotSize / 2, -bpSlotSize / 2, bpSlotSize, bpSlotSize);
|
||||
g.fillStyle(0x0c0c0c, 1);
|
||||
g.fillRect(-bpSlotSize / 2 + 0.5, -bpSlotSize / 2 + 0.5, bpSlotSize - 1, bpSlotSize - 1);
|
||||
|
||||
const container = this.add.container(x, y, [g]);
|
||||
this.invContainer.add(container);
|
||||
this.backpackSlots.push(container);
|
||||
}
|
||||
}
|
||||
|
||||
const placeInv = () => {
|
||||
this.invContainer.setPosition(cam.width / 2, cam.height / 2);
|
||||
};
|
||||
placeInv();
|
||||
this.scale.on("resize", placeInv);
|
||||
|
||||
this.setInventoryOpen(false);
|
||||
}
|
||||
|
||||
private createDeathScreen() {
|
||||
const cam = this.cameras.main;
|
||||
const panelW = GAME_CONFIG.ui.menuPanelWidth + 40;
|
||||
const panelH = GAME_CONFIG.ui.menuPanelHeight + 60;
|
||||
|
||||
const bg = this.add
|
||||
.rectangle(0, 0, cam.width, cam.height, 0x000000, 0.85)
|
||||
.setOrigin(0)
|
||||
.setInteractive();
|
||||
|
||||
const panel = this.add
|
||||
.rectangle(cam.width / 2, cam.height / 2, panelW, panelH, 0x000000, 0.9)
|
||||
.setStrokeStyle(2, 0xff3333, 1);
|
||||
|
||||
const title = this.add
|
||||
.text(cam.width / 2, cam.height / 2 - panelH / 2 + 30, "YOU HAVE PERISHED", {
|
||||
fontSize: "28px",
|
||||
color: "#ff3333",
|
||||
fontStyle: "bold"
|
||||
})
|
||||
.setOrigin(0.5);
|
||||
|
||||
this.deathText = this.add
|
||||
.text(cam.width / 2, cam.height / 2 - 20, "", {
|
||||
fontSize: "16px",
|
||||
color: "#ffffff",
|
||||
align: "center",
|
||||
lineSpacing: 10
|
||||
})
|
||||
.setOrigin(0.5);
|
||||
|
||||
// Restart Button
|
||||
const btnW = 160;
|
||||
const btnH = 40;
|
||||
const btnBg = this.add.rectangle(0, 0, btnW, btnH, 0x440000, 1).setStrokeStyle(2, 0xff3333, 1);
|
||||
const btnLabel = this.add.text(0, 0, "NEW GAME", { fontSize: "18px", color: "#ffffff", fontStyle: "bold" }).setOrigin(0.5);
|
||||
|
||||
this.restartButton = this.add.container(cam.width / 2, cam.height / 2 + panelH / 2 - 50, [btnBg, btnLabel]);
|
||||
btnBg.setInteractive({ useHandCursor: true }).on("pointerdown", () => {
|
||||
const gameScene = this.scene.get("GameScene");
|
||||
gameScene.events.emit("restart-game");
|
||||
this.hideDeathScreen();
|
||||
});
|
||||
|
||||
this.deathContainer = this.add.container(0, 0, [bg, panel, title, this.deathText, this.restartButton]);
|
||||
this.deathContainer.setDepth(2000);
|
||||
this.deathContainer.setVisible(false);
|
||||
}
|
||||
|
||||
showDeathScreen(data: { floor: number; gold: number; stats: Stats }) {
|
||||
const lines = [
|
||||
`Dungeon Floor: ${data.floor}`,
|
||||
`Gold Collected: ${data.gold}`,
|
||||
|
||||
"",
|
||||
`Experience gained: ${data.stats.exp}`,
|
||||
`Final HP: 0 / ${data.stats.maxHp}`,
|
||||
`Attack: ${data.stats.attack}`,
|
||||
`Defense: ${data.stats.defense}`
|
||||
];
|
||||
this.deathText.setText(lines.join("\n"));
|
||||
this.deathContainer.setVisible(true);
|
||||
|
||||
// Disable other UI interactions
|
||||
this.menuButton.setVisible(false);
|
||||
this.mapButton.setVisible(false);
|
||||
}
|
||||
|
||||
hideDeathScreen() {
|
||||
this.deathContainer.setVisible(false);
|
||||
this.menuButton.setVisible(true);
|
||||
this.mapButton.setVisible(true);
|
||||
}
|
||||
|
||||
private toggleMenu() {
|
||||
this.setMenuOpen(!this.menuOpen);
|
||||
// Request UI update when menu is opened to populate the text
|
||||
if (this.menuOpen) {
|
||||
const gameScene = this.scene.get("GameScene");
|
||||
gameScene.events.emit("request-ui-update");
|
||||
}
|
||||
}
|
||||
|
||||
private setMenuOpen(open: boolean) {
|
||||
this.menuOpen = open;
|
||||
this.menuContainer.setVisible(open);
|
||||
|
||||
// Notify GameScene back?
|
||||
const gameScene = this.scene.get("GameScene");
|
||||
gameScene.events.emit("menu-toggled", open);
|
||||
}
|
||||
|
||||
private toggleMap() {
|
||||
// Close all and toggle minimap
|
||||
this.setMenuOpen(false);
|
||||
this.setInventoryOpen(false);
|
||||
const gameScene = this.scene.get("GameScene");
|
||||
gameScene.events.emit("toggle-minimap");
|
||||
}
|
||||
|
||||
private toggleInventory() {
|
||||
this.setInventoryOpen(!this.inventoryOpen);
|
||||
if (this.inventoryOpen) {
|
||||
this.setMenuOpen(false);
|
||||
const gameScene = this.scene.get("GameScene");
|
||||
gameScene.events.emit("request-ui-update");
|
||||
}
|
||||
}
|
||||
|
||||
private setInventoryOpen(open: boolean) {
|
||||
this.inventoryOpen = open;
|
||||
this.invContainer.setVisible(open);
|
||||
|
||||
const gameScene = this.scene.get("GameScene");
|
||||
gameScene.events.emit("inventory-toggled", open);
|
||||
}
|
||||
|
||||
private toggleCharacter() {
|
||||
this.setCharacterOpen(!this.characterOpen);
|
||||
if (this.characterOpen) {
|
||||
this.setMenuOpen(false);
|
||||
this.setInventoryOpen(false);
|
||||
const gameScene = this.scene.get("GameScene");
|
||||
gameScene.events.emit("request-ui-update");
|
||||
}
|
||||
}
|
||||
|
||||
private setCharacterOpen(open: boolean) {
|
||||
this.characterOpen = open;
|
||||
this.charContainer.setVisible(open);
|
||||
|
||||
const gameScene = this.scene.get("GameScene");
|
||||
gameScene.events.emit("character-toggled", open);
|
||||
}
|
||||
|
||||
private createCharacterOverlay() {
|
||||
const cam = this.cameras.main;
|
||||
const panelW = 850;
|
||||
const panelH = 550;
|
||||
|
||||
const bg = this.add.graphics();
|
||||
bg.fillStyle(0x000000, 0.9);
|
||||
bg.fillRect(-panelW / 2, -panelH / 2, panelW, panelH);
|
||||
|
||||
// Capture clicks
|
||||
const hitArea = new Phaser.Geom.Rectangle(-panelW / 2, -panelH / 2, panelW, panelH);
|
||||
this.add.zone(0, 0, panelW, panelH).setInteractive(hitArea, Phaser.Geom.Rectangle.Contains);
|
||||
|
||||
bg.lineStyle(3, 0x443322, 1);
|
||||
bg.strokeRect(-panelW / 2, -panelH / 2, panelW, panelH);
|
||||
|
||||
bg.lineStyle(1, 0x887766, 0.3);
|
||||
bg.strokeRect(-panelW / 2 + 5, -panelH / 2 + 5, panelW - 10, panelH - 10);
|
||||
|
||||
const title = this.add.text(0, -panelH / 2 + 25, "CHARACTER", {
|
||||
fontSize: "28px",
|
||||
color: "#d4af37",
|
||||
fontStyle: "bold",
|
||||
shadow: { blur: 2, color: "#000000", fill: true, offsetY: 2 }
|
||||
}).setOrigin(0.5);
|
||||
|
||||
this.charContainer = this.add.container(0, 0, [bg, title]);
|
||||
this.charContainer.setDepth(1001);
|
||||
|
||||
// --- Attributes Section ---
|
||||
const attrX = -300;
|
||||
const attrY = -145;
|
||||
const treeX = 50;
|
||||
const treeY = 0;
|
||||
|
||||
const attrTitle = this.add.text(attrX, attrY - 50, "ATTRIBUTES", { fontSize: "20px", color: "#d4af37", fontStyle: "bold" }).setOrigin(0.5);
|
||||
this.charContainer.add(attrTitle);
|
||||
|
||||
this.attrText = this.add.text(attrX - 20, attrY + 30, "", { fontSize: "16px", color: "#ffffff", lineSpacing: 40 }).setOrigin(1, 0.5);
|
||||
this.charContainer.add(this.attrText);
|
||||
|
||||
// Stat allocation buttons
|
||||
const statsNames = ["strength", "dexterity", "intelligence"];
|
||||
statsNames.forEach((name, i) => {
|
||||
const btn = this.add.text(attrX + 50, attrY - 25 + i * 56, "[ + ]", { fontSize: "16px", color: "#00ff00" }).setOrigin(0, 0.5);
|
||||
btn.setInteractive({ useHandCursor: true }).on("pointerdown", () => {
|
||||
const gameScene = this.scene.get("GameScene");
|
||||
gameScene.events.emit("allocate-stat", name);
|
||||
});
|
||||
this.charContainer.add(btn);
|
||||
});
|
||||
|
||||
this.statPointsText = this.add.text(attrX, attrY + 150, "Stat Points: 0", { fontSize: "16px", color: "#d4af37" }).setOrigin(0.5);
|
||||
this.charContainer.add(this.statPointsText);
|
||||
|
||||
this.skillPointsText = this.add.text(treeX, panelH / 2 - 40, "Skill Points: 0", { fontSize: "20px", color: "#d4af37", fontStyle: "bold" }).setOrigin(0.5);
|
||||
this.charContainer.add(this.skillPointsText);
|
||||
|
||||
// Derived Stats
|
||||
this.charStatsText = this.add.text(-attrX, 0, "", { fontSize: "14px", color: "#ffffff", lineSpacing: 10 }).setOrigin(0.5);
|
||||
this.charContainer.add(this.charStatsText);
|
||||
|
||||
// --- Skill Tree Section ---
|
||||
const treeTitle = this.add.text(treeX, -panelH / 2 + 80, "PASSIVE SKILL TREE", { fontSize: "20px", color: "#d4af37", fontStyle: "bold" }).setOrigin(0.5);
|
||||
this.charContainer.add(treeTitle);
|
||||
|
||||
// Simple Grid for Tree
|
||||
const nodes = [
|
||||
{ id: "off_1", label: "Martial Arts", x: treeX - 100, y: treeY - 100, color: 0xff4444 },
|
||||
{ id: "off_2", label: "Brutality", x: treeX - 100, y: treeY + 100, color: 0xcc0000 },
|
||||
{ id: "def_1", label: "Thick Skin", x: treeX + 100, y: treeY - 100, color: 0x44ff44 },
|
||||
{ id: "def_2", label: "Juggernaut", x: treeX + 100, y: treeY + 100, color: 0x00cc00 },
|
||||
{ id: "util_1", label: "Fleetfoot", x: treeX, y: treeY - 150, color: 0x4444ff },
|
||||
{ id: "util_2", label: "Cunning", x: treeX, y: treeY + 150, color: 0x0000cc },
|
||||
];
|
||||
|
||||
// Connections
|
||||
const connections = [
|
||||
["off_1", "off_2"], ["def_1", "def_2"],
|
||||
["util_1", "off_1"], ["util_1", "def_1"],
|
||||
["util_2", "off_2"], ["util_2", "def_2"]
|
||||
];
|
||||
|
||||
const treeLines = this.add.graphics();
|
||||
treeLines.lineStyle(2, 0x333333, 1);
|
||||
|
||||
connections.forEach(conn => {
|
||||
const n1 = nodes.find(n => n.id === conn[0])!;
|
||||
const n2 = nodes.find(n => n.id === conn[1])!;
|
||||
treeLines.lineBetween(n1.x, n1.y, n2.x, n2.y);
|
||||
});
|
||||
this.charContainer.add(treeLines);
|
||||
treeLines.setDepth(-1); // Behind nodes
|
||||
|
||||
nodes.forEach(n => {
|
||||
const circle = this.add.circle(n.x, n.y, 25, 0x1a1a1a).setStrokeStyle(2, n.color);
|
||||
const label = this.add.text(n.x, n.y + 35, n.label, { fontSize: "12px", color: "#ffffff" }).setOrigin(0.5);
|
||||
|
||||
circle.setInteractive({ useHandCursor: true }).on("pointerdown", () => {
|
||||
const gameScene = this.scene.get("GameScene");
|
||||
gameScene.events.emit("allocate-passive", n.id);
|
||||
});
|
||||
|
||||
this.charContainer.add([circle, label]);
|
||||
});
|
||||
|
||||
const placeChar = () => {
|
||||
this.charContainer.setPosition(cam.width / 2, cam.height / 2);
|
||||
};
|
||||
placeChar();
|
||||
this.scale.on("resize", placeChar);
|
||||
|
||||
this.setCharacterOpen(false);
|
||||
this.death.show(data);
|
||||
}
|
||||
|
||||
private updateUI(world: World, playerId: EntityId, floorIndex: number) {
|
||||
this.updateHud(world, playerId, floorIndex);
|
||||
if (this.menuOpen) {
|
||||
this.updateMenuText(world, playerId, floorIndex);
|
||||
}
|
||||
if (this.inventoryOpen) {
|
||||
this.updateInventoryUI(world, playerId);
|
||||
}
|
||||
if (this.characterOpen) {
|
||||
this.updateCharacterUI(world, playerId);
|
||||
}
|
||||
}
|
||||
const player = world.actors.get(playerId) as CombatantActor;
|
||||
if (!player) return;
|
||||
|
||||
private updateCharacterUI(world: World, playerId: EntityId) {
|
||||
const p = world.actors.get(playerId) as CombatantActor;
|
||||
if (!p || p.category !== "combatant" || !p.stats) return;
|
||||
|
||||
const s = p.stats;
|
||||
this.attrText.setText(`STR: ${s.strength}\nDEX: ${s.dexterity}\nINT: ${s.intelligence}`);
|
||||
this.statPointsText.setText(`Unspent Points: ${s.statPoints}`);
|
||||
this.skillPointsText.setText(`PASSIVE SKILL POINTS: ${s.skillPoints}`);
|
||||
|
||||
const statsLines = [
|
||||
"SECONDARY STATS",
|
||||
"",
|
||||
`Max HP: ${s.maxHp}`,
|
||||
`Attack: ${s.attack}`,
|
||||
`Defense: ${s.defense}`,
|
||||
`Speed: ${p.speed}`,
|
||||
"",
|
||||
`Accuracy: ${s.accuracy}%`,
|
||||
`Crit Chance: ${s.critChance}%`,
|
||||
`Crit Mult: ${s.critMultiplier}%`,
|
||||
`Evasion: ${s.evasion}%`,
|
||||
`Block: ${s.blockChance}%`,
|
||||
`Lifesteal: ${s.lifesteal}%`,
|
||||
`Luck: ${s.luck}`,
|
||||
"",
|
||||
`Passive Nodes: ${s.passiveNodes.length > 0 ? s.passiveNodes.join(", ") : "(none)"}`
|
||||
];
|
||||
this.charStatsText.setText(statsLines.join("\n"));
|
||||
}
|
||||
|
||||
private updateInventoryUI(world: World, playerId: EntityId) {
|
||||
const p = world.actors.get(playerId) as CombatantActor;
|
||||
if (!p || p.category !== "combatant") return;
|
||||
|
||||
// Clear existing item icons/text from slots if needed (future refinement)
|
||||
// For now we just show names or placeholders
|
||||
}
|
||||
|
||||
private updateHud(world: World, playerId: EntityId, floorIndex: number) {
|
||||
this.floorText.setText(`Floor ${floorIndex}`);
|
||||
|
||||
|
||||
const p = world.actors.get(playerId) as CombatantActor;
|
||||
if (!p || p.category !== "combatant" || !p.stats) return;
|
||||
|
||||
const barX = 40;
|
||||
const barY = 40;
|
||||
const barW = 180;
|
||||
const barH = 16;
|
||||
|
||||
this.healthBar.clear();
|
||||
|
||||
// Heart Icon
|
||||
const iconX = 20;
|
||||
const iconY = barY + barH / 2;
|
||||
this.healthBar.fillStyle(0xff0000, 1);
|
||||
// Draw simple heart
|
||||
this.healthBar.fillCircle(iconX - 4, iconY - 2, 5);
|
||||
this.healthBar.fillCircle(iconX + 4, iconY - 2, 5);
|
||||
this.healthBar.fillTriangle(iconX - 9, iconY - 1, iconX + 9, iconY - 1, iconX, iconY + 9);
|
||||
|
||||
this.healthBar.fillStyle(0x444444, 1);
|
||||
this.healthBar.fillRect(barX, barY, barW, barH);
|
||||
|
||||
|
||||
const hp = Math.max(0, p.stats.hp);
|
||||
const maxHp = Math.max(1, p.stats.maxHp);
|
||||
const pct = Phaser.Math.Clamp(hp / maxHp, 0, 1);
|
||||
const fillW = Math.floor(barW * pct);
|
||||
|
||||
this.healthBar.fillStyle(0xff0000, 1);
|
||||
this.healthBar.fillRect(barX, barY, fillW, barH);
|
||||
|
||||
this.healthBar.lineStyle(2, 0xffffff, 1);
|
||||
this.healthBar.strokeRect(barX, barY, barW, barH);
|
||||
|
||||
// EXP Bar
|
||||
const expY = barY + barH + 6;
|
||||
const expH = 10;
|
||||
this.expBar.clear();
|
||||
|
||||
// EXP Icon (Star/Orb)
|
||||
const expIconY = expY + expH / 2;
|
||||
this.expBar.fillStyle(GAME_CONFIG.rendering.expOrbColor, 1);
|
||||
this.expBar.fillCircle(iconX, expIconY, 6);
|
||||
this.expBar.fillStyle(0xffffff, 0.5);
|
||||
this.expBar.fillCircle(iconX - 2, expIconY - 2, 2);
|
||||
|
||||
this.expBar.fillStyle(0x444444, 1);
|
||||
this.expBar.fillRect(barX, expY, barW, expH);
|
||||
|
||||
const exp = p.stats.exp;
|
||||
const nextExp = Math.max(1, p.stats.expToNextLevel);
|
||||
|
||||
const expPct = Phaser.Math.Clamp(exp / nextExp, 0, 1);
|
||||
const expFillW = Math.floor(barW * expPct);
|
||||
|
||||
this.expBar.fillStyle(GAME_CONFIG.rendering.expOrbColor, 1);
|
||||
this.expBar.fillRect(barX, expY, expFillW, expH);
|
||||
|
||||
this.expBar.lineStyle(1, 0xffffff, 0.8);
|
||||
this.expBar.strokeRect(barX, expY, barW, expH);
|
||||
|
||||
}
|
||||
|
||||
|
||||
private updateMenuText(world: World, playerId: EntityId, _floorIndex: number) {
|
||||
|
||||
|
||||
const p = world.actors.get(playerId) as CombatantActor;
|
||||
if (!p || p.category !== "combatant") return;
|
||||
const stats = p.stats;
|
||||
const inv = p.inventory;
|
||||
|
||||
const lines: string[] = [];
|
||||
lines.push(`Level ${stats?.level ?? 1}`);
|
||||
lines.push("");
|
||||
lines.push("Stats");
|
||||
lines.push(` HP: ${stats?.hp ?? 0}/${stats?.maxHp ?? 0}`);
|
||||
lines.push(` EXP: ${stats?.exp ?? 0}/${stats?.expToNextLevel ?? 0}`);
|
||||
lines.push(` Attack: ${stats?.attack ?? 0}`);
|
||||
lines.push(` Defense: ${stats?.defense ?? 0}`);
|
||||
lines.push(` Speed: ${p?.speed ?? 0}`);
|
||||
lines.push(` Crit: ${stats?.critChance ?? 0}%`);
|
||||
lines.push(` Crit x: ${stats?.critMultiplier ?? 0}%`);
|
||||
lines.push(` Accuracy: ${stats?.accuracy ?? 0}%`);
|
||||
lines.push(` Evasion: ${stats?.evasion ?? 0}%`);
|
||||
|
||||
lines.push("");
|
||||
lines.push("Inventory");
|
||||
lines.push(` Gold: ${inv?.gold ?? 0}`);
|
||||
lines.push(` Items: ${(inv?.items?.length ?? 0) === 0 ? "(none)" : ""}`);
|
||||
|
||||
if (inv?.items?.length) {
|
||||
for (const it of inv.items) lines.push(` - ${it}`);
|
||||
}
|
||||
|
||||
lines.push("");
|
||||
lines.push("Hotkeys: I to toggle, Esc to close");
|
||||
|
||||
this.menuText.setText(lines.join("\n"));
|
||||
this.hud.update(player.stats, floorIndex);
|
||||
this.inventory.update(player);
|
||||
this.character.update(player);
|
||||
}
|
||||
}
|
||||
|
||||
79
src/ui/components/CharacterOverlay.ts
Normal file
79
src/ui/components/CharacterOverlay.ts
Normal file
@@ -0,0 +1,79 @@
|
||||
import Phaser from "phaser";
|
||||
import { OverlayComponent } from "./OverlayComponent";
|
||||
import { type CombatantActor } from "../../core/types";
|
||||
|
||||
export class CharacterOverlay extends OverlayComponent {
|
||||
private attrText!: Phaser.GameObjects.Text;
|
||||
private statPointsText!: Phaser.GameObjects.Text;
|
||||
private skillPointsText!: Phaser.GameObjects.Text;
|
||||
private secondaryStatsText!: Phaser.GameObjects.Text;
|
||||
|
||||
protected setupContent() {
|
||||
const panelH = 500;
|
||||
|
||||
const title = this.scene.add.text(0, -panelH / 2 + 25, "CHARACTER", {
|
||||
fontSize: "28px",
|
||||
color: "#d4af37",
|
||||
fontStyle: "bold"
|
||||
}).setOrigin(0.5);
|
||||
this.container.add(title);
|
||||
|
||||
this.createAttributesSection();
|
||||
this.createSecondaryStatsSection();
|
||||
this.createPassiveTreePreview();
|
||||
}
|
||||
|
||||
private createAttributesSection() {
|
||||
const attrX = -200;
|
||||
const attrY = -50;
|
||||
|
||||
this.attrText = this.scene.add.text(attrX, attrY, "", { fontSize: "16px", color: "#ffffff", lineSpacing: 20 }).setOrigin(0.5);
|
||||
this.container.add(this.attrText);
|
||||
|
||||
const statsNames = ["strength", "dexterity", "intelligence"];
|
||||
statsNames.forEach((name, i) => {
|
||||
const btn = this.scene.add.text(attrX + 80, attrY - 20 + i * 40, "[ + ]", { fontSize: "16px", color: "#00ff00" }).setOrigin(0, 0.5);
|
||||
btn.setInteractive({ useHandCursor: true }).on("pointerdown", () => {
|
||||
this.scene.events.emit("allocate-stat", name);
|
||||
});
|
||||
this.container.add(btn);
|
||||
});
|
||||
|
||||
this.statPointsText = this.scene.add.text(attrX, attrY + 100, "Stat Points: 0", { fontSize: "16px", color: "#d4af37" }).setOrigin(0.5);
|
||||
this.container.add(this.statPointsText);
|
||||
}
|
||||
|
||||
private createSecondaryStatsSection() {
|
||||
const x = 200;
|
||||
const y = 0;
|
||||
this.secondaryStatsText = this.scene.add.text(x, y, "", { fontSize: "14px", color: "#ffffff", lineSpacing: 8 }).setOrigin(0.5);
|
||||
this.container.add(this.secondaryStatsText);
|
||||
}
|
||||
|
||||
private createPassiveTreePreview() {
|
||||
// Simplified tree for now
|
||||
this.skillPointsText = this.scene.add.text(0, 200, "Skill Points: 0", { fontSize: "18px", color: "#d4af37", fontStyle: "bold" }).setOrigin(0.5);
|
||||
this.container.add(this.skillPointsText);
|
||||
}
|
||||
|
||||
update(player: CombatantActor) {
|
||||
const s = player.stats;
|
||||
if (!s) return;
|
||||
|
||||
this.attrText.setText(`STR: ${s.strength}\nDEX: ${s.dexterity}\nINT: ${s.intelligence}`);
|
||||
this.statPointsText.setText(`Unspent: ${s.statPoints}`);
|
||||
this.skillPointsText.setText(`Skill Points: ${s.skillPoints}`);
|
||||
|
||||
const lines = [
|
||||
"SECONDARY STATS",
|
||||
`Attack: ${s.attack}`,
|
||||
`Defense: ${s.defense}`,
|
||||
`Speed: ${player.speed}`,
|
||||
`Crit: ${s.critChance}%`,
|
||||
`Accuracy: ${s.accuracy}%`,
|
||||
`Evasion: ${s.evasion}%`,
|
||||
`Block: ${s.blockChance}%`,
|
||||
];
|
||||
this.secondaryStatsText.setText(lines.join("\n"));
|
||||
}
|
||||
}
|
||||
66
src/ui/components/DeathOverlay.ts
Normal file
66
src/ui/components/DeathOverlay.ts
Normal file
@@ -0,0 +1,66 @@
|
||||
import Phaser from "phaser";
|
||||
import { type Stats } from "../../core/types";
|
||||
|
||||
export class DeathOverlay {
|
||||
private scene: Phaser.Scene;
|
||||
private container!: Phaser.GameObjects.Container;
|
||||
private deathText!: Phaser.GameObjects.Text;
|
||||
|
||||
constructor(scene: Phaser.Scene) {
|
||||
this.scene = scene;
|
||||
}
|
||||
|
||||
create() {
|
||||
const { width, height } = this.scene.scale;
|
||||
this.container = this.scene.add.container(width / 2, height / 2);
|
||||
this.container.setScrollFactor(0).setDepth(3000).setVisible(false);
|
||||
|
||||
const bg = this.scene.add.rectangle(0, 0, width, height, 0x000000, 0.85);
|
||||
this.container.add(bg);
|
||||
|
||||
const panel = this.scene.add.rectangle(0, 0, 400, 500, 0x000000, 0.9);
|
||||
panel.setStrokeStyle(4, 0xff0000);
|
||||
this.container.add(panel);
|
||||
|
||||
const title = this.scene.add.text(0, -200, "YOU DIED", {
|
||||
fontSize: "48px",
|
||||
color: "#ff0000",
|
||||
fontStyle: "bold"
|
||||
}).setOrigin(0.5);
|
||||
this.container.add(title);
|
||||
|
||||
this.deathText = this.scene.add.text(0, -50, "", {
|
||||
fontSize: "20px",
|
||||
color: "#ffffff",
|
||||
align: "center",
|
||||
lineSpacing: 10
|
||||
}).setOrigin(0.5);
|
||||
this.container.add(this.deathText);
|
||||
|
||||
const restartBtn = this.scene.add.text(0, 180, "NEW GAME", {
|
||||
fontSize: "24px",
|
||||
color: "#ffffff",
|
||||
backgroundColor: "#660000",
|
||||
padding: { x: 20, y: 10 }
|
||||
}).setOrigin(0.5).setInteractive({ useHandCursor: true });
|
||||
|
||||
restartBtn.on("pointerdown", () => this.scene.events.emit("restart-game"));
|
||||
this.container.add(restartBtn);
|
||||
}
|
||||
|
||||
show(data: { floor: number; gold: number; stats: Stats }) {
|
||||
const lines = [
|
||||
`Floor reached: ${data.floor}`,
|
||||
`Gold: ${data.gold}`,
|
||||
`Level: ${data.stats.level}`,
|
||||
`Attack: ${data.stats.attack.toFixed(1)}`,
|
||||
`Defense: ${data.stats.defense}`
|
||||
];
|
||||
this.deathText.setText(lines.join("\n"));
|
||||
this.container.setVisible(true);
|
||||
}
|
||||
|
||||
hide() {
|
||||
this.container.setVisible(false);
|
||||
}
|
||||
}
|
||||
60
src/ui/components/HudComponent.ts
Normal file
60
src/ui/components/HudComponent.ts
Normal file
@@ -0,0 +1,60 @@
|
||||
import Phaser from "phaser";
|
||||
import { type Stats } from "../../core/types";
|
||||
import { GAME_CONFIG } from "../../core/config/GameConfig";
|
||||
|
||||
export class HudComponent {
|
||||
private scene: Phaser.Scene;
|
||||
private floorText!: Phaser.GameObjects.Text;
|
||||
private healthBar!: Phaser.GameObjects.Graphics;
|
||||
private expBar!: Phaser.GameObjects.Graphics;
|
||||
|
||||
constructor(scene: Phaser.Scene) {
|
||||
this.scene = scene;
|
||||
}
|
||||
|
||||
create() {
|
||||
this.floorText = this.scene.add.text(20, 20, "Floor: 1", {
|
||||
fontSize: "24px",
|
||||
color: "#ffffff",
|
||||
fontStyle: "bold",
|
||||
stroke: "#000000",
|
||||
strokeThickness: 4
|
||||
}).setScrollFactor(0).setDepth(1000);
|
||||
|
||||
// Health Bar
|
||||
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);
|
||||
|
||||
// EXP Bar
|
||||
this.scene.add.text(20, 85, "EXP", { fontSize: "14px", color: "#8888ff", fontStyle: "bold" }).setScrollFactor(0).setDepth(1000);
|
||||
this.expBar = this.scene.add.graphics().setScrollFactor(0).setDepth(1000);
|
||||
}
|
||||
|
||||
update(stats: Stats, floorIndex: number) {
|
||||
this.floorText.setText(`Floor: ${floorIndex}`);
|
||||
|
||||
// Update Health Bar
|
||||
this.healthBar.clear();
|
||||
this.healthBar.fillStyle(0x333333, 0.8);
|
||||
this.healthBar.fillRect(60, 58, 200, 12);
|
||||
|
||||
const healthPercent = Phaser.Math.Clamp(stats.hp / stats.maxHp, 0, 1);
|
||||
const healthColor = healthPercent > 0.5 ? 0x33ff33 : (healthPercent > 0.2 ? 0xffff33 : 0xff3333);
|
||||
|
||||
this.healthBar.fillStyle(healthColor, 1);
|
||||
this.healthBar.fillRect(60, 58, 200 * healthPercent, 12);
|
||||
this.healthBar.lineStyle(2, 0xffffff, 0.5);
|
||||
this.healthBar.strokeRect(60, 58, 200, 12);
|
||||
|
||||
// Update EXP Bar
|
||||
this.expBar.clear();
|
||||
this.expBar.fillStyle(0x333333, 0.8);
|
||||
this.expBar.fillRect(60, 88, 200, 8);
|
||||
|
||||
const expPercent = Phaser.Math.Clamp(stats.exp / stats.expToNextLevel, 0, 1);
|
||||
this.expBar.fillStyle(GAME_CONFIG.rendering.expOrbColor, 1);
|
||||
this.expBar.fillRect(60, 88, 200 * expPercent, 8);
|
||||
this.expBar.lineStyle(1, 0xffffff, 0.3);
|
||||
this.expBar.strokeRect(60, 88, 200, 8);
|
||||
}
|
||||
}
|
||||
87
src/ui/components/InventoryOverlay.ts
Normal file
87
src/ui/components/InventoryOverlay.ts
Normal file
@@ -0,0 +1,87 @@
|
||||
import Phaser from "phaser";
|
||||
import { OverlayComponent } from "./OverlayComponent";
|
||||
import { type CombatantActor } from "../../core/types";
|
||||
|
||||
export class InventoryOverlay extends OverlayComponent {
|
||||
private equipmentSlots: Map<string, Phaser.GameObjects.Container> = new Map();
|
||||
private backpackSlots: Phaser.GameObjects.Container[] = [];
|
||||
|
||||
protected setupContent() {
|
||||
const panelH = 500;
|
||||
|
||||
const title = this.scene.add.text(0, -panelH / 2 + 25, "INVENTORY", {
|
||||
fontSize: "28px",
|
||||
color: "#d4af37",
|
||||
fontStyle: "bold"
|
||||
}).setOrigin(0.5);
|
||||
this.container.add(title);
|
||||
|
||||
this.createEquipmentSection();
|
||||
this.createBackpackSection();
|
||||
}
|
||||
|
||||
private createEquipmentSection() {
|
||||
const eqX = -180;
|
||||
const eqY = 10;
|
||||
|
||||
const createSlot = (x: number, y: number, w: number, h: number, label: string, key: string) => {
|
||||
const g = this.scene.add.graphics();
|
||||
g.lineStyle(2, 0x444444, 1);
|
||||
g.strokeRect(-w / 2, -h / 2, w, h);
|
||||
g.fillStyle(0x1a1a1a, 1);
|
||||
g.fillRect(-w / 2 + 1, -h / 2 + 1, w - 2, h - 2);
|
||||
|
||||
const txt = this.scene.add.text(0, 0, label, { fontSize: "11px", color: "#666666", fontStyle: "bold" }).setOrigin(0.5);
|
||||
const container = this.scene.add.container(x, y, [g, txt]);
|
||||
|
||||
this.equipmentSlots.set(key, container);
|
||||
this.container.add(container);
|
||||
};
|
||||
|
||||
createSlot(eqX, eqY - 140, 70, 70, "Head", "helmet");
|
||||
createSlot(eqX, eqY - 20, 90, 130, "Body", "bodyArmour");
|
||||
createSlot(eqX, eqY + 80, 100, 36, "Belt", "belt");
|
||||
createSlot(eqX - 140, eqY - 50, 90, 160, "Main Hand", "mainHand");
|
||||
createSlot(eqX + 140, eqY - 50, 90, 160, "Off Hand", "offHand");
|
||||
createSlot(eqX - 80, eqY - 30, 54, 54, "Ring", "ringLeft");
|
||||
createSlot(eqX + 80, eqY - 30, 54, 54, "Ring", "ringRight");
|
||||
createSlot(eqX - 100, eqY + 70, 70, 70, "Hands", "gloves");
|
||||
createSlot(eqX + 100, eqY + 70, 70, 70, "Boots", "boots");
|
||||
}
|
||||
|
||||
private createBackpackSection() {
|
||||
const bpX = 100;
|
||||
const bpY = -150;
|
||||
const rows = 8;
|
||||
const cols = 5;
|
||||
const bpSlotSize = 40;
|
||||
|
||||
const bpTitle = this.scene.add.text(bpX + (cols * 44) / 2 - 20, bpY - 40, "BACKPACK", {
|
||||
fontSize: "18px",
|
||||
color: "#d4af37",
|
||||
fontStyle: "bold"
|
||||
}).setOrigin(0.5);
|
||||
this.container.add(bpTitle);
|
||||
|
||||
for (let r = 0; r < rows; r++) {
|
||||
for (let c = 0; c < cols; c++) {
|
||||
const x = bpX + c * 44;
|
||||
const y = bpY + r * 44;
|
||||
|
||||
const g = this.scene.add.graphics();
|
||||
g.lineStyle(1, 0x333333, 1);
|
||||
g.strokeRect(-bpSlotSize / 2, -bpSlotSize / 2, bpSlotSize, bpSlotSize);
|
||||
g.fillStyle(0x0c0c0c, 1);
|
||||
g.fillRect(-bpSlotSize / 2 + 0.5, -bpSlotSize / 2 + 0.5, bpSlotSize - 1, bpSlotSize - 1);
|
||||
|
||||
const container = this.scene.add.container(x, y, [g]);
|
||||
this.container.add(container);
|
||||
this.backpackSlots.push(container);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
update(_player: CombatantActor) {
|
||||
// Future: update items in slots
|
||||
}
|
||||
}
|
||||
61
src/ui/components/MenuComponent.ts
Normal file
61
src/ui/components/MenuComponent.ts
Normal file
@@ -0,0 +1,61 @@
|
||||
import Phaser from "phaser";
|
||||
|
||||
export class MenuComponent {
|
||||
private scene: Phaser.Scene;
|
||||
private container!: Phaser.GameObjects.Container;
|
||||
public isOpen: boolean = false;
|
||||
|
||||
constructor(scene: Phaser.Scene) {
|
||||
this.scene = scene;
|
||||
}
|
||||
|
||||
create() {
|
||||
const { width, height } = this.scene.scale;
|
||||
this.container = this.scene.add.container(width / 2, height / 2);
|
||||
this.container.setScrollFactor(0).setDepth(2000).setVisible(false);
|
||||
|
||||
const bg = this.scene.add.rectangle(0, 0, 300, 400, 0x000000, 0.85);
|
||||
bg.setStrokeStyle(4, 0x444444);
|
||||
this.container.add(bg);
|
||||
|
||||
const title = this.scene.add.text(0, -170, "MENU", {
|
||||
fontSize: "32px",
|
||||
color: "#ffffff",
|
||||
fontStyle: "bold"
|
||||
}).setOrigin(0.5);
|
||||
this.container.add(title);
|
||||
|
||||
this.addButtons();
|
||||
}
|
||||
|
||||
private addButtons() {
|
||||
const btnStyle = { fontSize: "20px", color: "#ffffff", backgroundColor: "#333333", padding: { x: 10, y: 5 } };
|
||||
|
||||
const resumeBtn = this.scene.add.text(0, -80, "Resume (ESC)", btnStyle).setOrigin(0.5).setInteractive({ useHandCursor: true });
|
||||
resumeBtn.on("pointerdown", () => this.scene.events.emit("close-menu"));
|
||||
this.container.add(resumeBtn);
|
||||
|
||||
const inventoryBtn = this.scene.add.text(0, -20, "Inventory (I)", btnStyle).setOrigin(0.5).setInteractive({ useHandCursor: true });
|
||||
inventoryBtn.on("pointerdown", () => this.scene.events.emit("toggle-inventory"));
|
||||
this.container.add(inventoryBtn);
|
||||
|
||||
const characterBtn = this.scene.add.text(0, 40, "Stats (C)", btnStyle).setOrigin(0.5).setInteractive({ useHandCursor: true });
|
||||
characterBtn.on("pointerdown", () => this.scene.events.emit("toggle-character"));
|
||||
this.container.add(characterBtn);
|
||||
|
||||
const minimapBtn = this.scene.add.text(0, 100, "Map (M)", btnStyle).setOrigin(0.5).setInteractive({ useHandCursor: true });
|
||||
minimapBtn.on("pointerdown", () => this.scene.events.emit("toggle-minimap"));
|
||||
this.container.add(minimapBtn);
|
||||
}
|
||||
|
||||
toggle() {
|
||||
this.isOpen = !this.isOpen;
|
||||
this.container.setVisible(this.isOpen);
|
||||
return this.isOpen;
|
||||
}
|
||||
|
||||
setVisible(visible: boolean) {
|
||||
this.isOpen = visible;
|
||||
this.container.setVisible(visible);
|
||||
}
|
||||
}
|
||||
40
src/ui/components/OverlayComponent.ts
Normal file
40
src/ui/components/OverlayComponent.ts
Normal file
@@ -0,0 +1,40 @@
|
||||
import Phaser from "phaser";
|
||||
|
||||
export abstract class OverlayComponent {
|
||||
protected scene: Phaser.Scene;
|
||||
protected container!: Phaser.GameObjects.Container;
|
||||
public isOpen: boolean = false;
|
||||
|
||||
constructor(scene: Phaser.Scene) {
|
||||
this.scene = scene;
|
||||
}
|
||||
|
||||
create() {
|
||||
const { width, height } = this.scene.scale;
|
||||
this.container = this.scene.add.container(width / 2, height / 2);
|
||||
this.container.setScrollFactor(0).setDepth(2000).setVisible(false);
|
||||
|
||||
const bg = this.scene.add.rectangle(0, 0, 700, 500, 0x000000, 0.9);
|
||||
bg.setStrokeStyle(2, 0x666666);
|
||||
this.container.add(bg);
|
||||
|
||||
this.setupContent();
|
||||
}
|
||||
|
||||
protected abstract setupContent(): void;
|
||||
|
||||
toggle() {
|
||||
this.isOpen = !this.isOpen;
|
||||
this.container.setVisible(this.isOpen);
|
||||
if (this.isOpen) this.onOpen();
|
||||
return this.isOpen;
|
||||
}
|
||||
|
||||
setVisible(visible: boolean) {
|
||||
this.isOpen = visible;
|
||||
this.container.setVisible(visible);
|
||||
if (visible) this.onOpen();
|
||||
}
|
||||
|
||||
protected onOpen() {}
|
||||
}
|
||||
48
src/ui/components/PersistentButtonsComponent.ts
Normal file
48
src/ui/components/PersistentButtonsComponent.ts
Normal file
@@ -0,0 +1,48 @@
|
||||
import Phaser from "phaser";
|
||||
|
||||
export class PersistentButtonsComponent {
|
||||
private scene: Phaser.Scene;
|
||||
private container!: Phaser.GameObjects.Container;
|
||||
|
||||
constructor(scene: Phaser.Scene) {
|
||||
this.scene = scene;
|
||||
}
|
||||
|
||||
create() {
|
||||
const { height } = this.scene.scale;
|
||||
this.container = this.scene.add.container(20, height - 20);
|
||||
|
||||
this.container.setScrollFactor(0).setDepth(1500);
|
||||
|
||||
const btnStyle = {
|
||||
fontSize: "14px",
|
||||
color: "#ffffff",
|
||||
backgroundColor: "#1a1a1a",
|
||||
padding: { x: 10, y: 6 },
|
||||
fontStyle: "bold"
|
||||
};
|
||||
|
||||
const createBtn = (x: number, text: string, event: string) => {
|
||||
const btn = this.scene.add.text(x, 0, text, btnStyle)
|
||||
.setOrigin(0, 1)
|
||||
.setInteractive({ useHandCursor: true });
|
||||
|
||||
btn.on("pointerover", () => btn.setBackgroundColor("#333333"));
|
||||
btn.on("pointerout", () => btn.setBackgroundColor("#1a1a1a"));
|
||||
btn.on("pointerdown", () => {
|
||||
btn.setBackgroundColor("#444444");
|
||||
const gameScene = this.scene.scene.get("GameScene");
|
||||
gameScene.events.emit(event);
|
||||
});
|
||||
btn.on("pointerup", () => btn.setBackgroundColor("#333333"));
|
||||
|
||||
this.container.add(btn);
|
||||
return btn;
|
||||
};
|
||||
|
||||
createBtn(0, "MENU (ESC)", "toggle-menu");
|
||||
createBtn(105, "STATS (C)", "toggle-character");
|
||||
createBtn(200, "BACKPACK (I)", "toggle-inventory");
|
||||
createBtn(320, "MAP (M)", "toggle-minimap");
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user