Update look of quickslots

This commit is contained in:
Peter Stockings
2026-01-07 16:57:54 +11:00
parent 4ca932e11c
commit d01dd8a4fc

View File

@@ -14,32 +14,39 @@ export class QuickSlotComponent {
create() {
const { width, height } = this.scene.scale;
// Position bottom center-ish
this.container = this.scene.add.container(width / 2 - 100, height - 50);
const slotSize = 48;
const slotSpacing = 4;
const totalWidth = (slotSize + slotSpacing) * 4 - slotSpacing;
// Position bottom center
this.container = this.scene.add.container(width / 2 - totalWidth / 2, height - slotSize - 20);
this.container.setScrollFactor(0).setDepth(1500);
for (let i = 0; i < 4; i++) {
const x = i * 50;
const x = i * (slotSize + slotSpacing);
const g = this.scene.add.graphics();
// Slot bg
g.fillStyle(0x1a1a1a, 0.8);
g.fillRect(0, 0, 40, 40);
g.lineStyle(1, 0x555555);
g.strokeRect(0, 0, 40, 40);
// Draw slot background (dark purple/brown)
g.fillStyle(0x2a1f3d, 0.95);
g.fillRect(0, 0, slotSize, slotSize);
// Hotkey label
const key = this.scene.add.text(2, 2, `${i + 1}`, {
fontSize: "10px",
color: "#aaaaaa"
});
// Draw gold border (default state)
g.lineStyle(2, 0xD4AF37, 1);
g.strokeRect(0, 0, slotSize, slotSize);
// Hotkey label (bottom-left, gold color)
const key = this.scene.add.text(3, slotSize - 3, `${i + 1}`, {
fontSize: "12px",
color: "#D4AF37",
fontStyle: "bold"
}).setOrigin(0, 1);
const slotContainer = this.scene.add.container(x, 0, [g, key]);
this.slots.push(slotContainer);
this.container.add(slotContainer);
// Input
const hitArea = new Phaser.Geom.Rectangle(0, 0, 40, 40);
const hitArea = new Phaser.Geom.Rectangle(0, 0, slotSize, slotSize);
slotContainer.setInteractive(hitArea, Phaser.Geom.Rectangle.Contains);
slotContainer.on("pointerdown", () => {
this.activateSlot(i);
@@ -56,6 +63,8 @@ export class QuickSlotComponent {
update(player: CombatantActor, activeItemId?: string | null) {
if (!player.inventory) return;
const slotSize = 48;
// Update slots based on inventory availability
for (let i = 0; i < 4; i++) {
const desiredId = this.assignedIds[i];
@@ -75,39 +84,45 @@ export class QuickSlotComponent {
// Redraw background based on active state
bgGraphics.clear();
bgGraphics.fillStyle(0x1a1a1a, 0.8);
bgGraphics.fillRect(0, 0, 40, 40);
// Dark background
bgGraphics.fillStyle(0x2a1f3d, 0.95);
bgGraphics.fillRect(0, 0, slotSize, slotSize);
// Border - subtle cyan for active, gold for normal
if (isActive) {
bgGraphics.lineStyle(2, 0xffff00); // Gold highlight
bgGraphics.lineStyle(2, 0x00E5FF, 1); // Cyan highlight
} else {
bgGraphics.lineStyle(1, 0x555555); // Default gray
bgGraphics.lineStyle(2, 0xD4AF37, 1); // Gold border
}
bgGraphics.strokeRect(0, 0, 40, 40);
bgGraphics.strokeRect(0, 0, slotSize, slotSize);
if (foundItem) {
const texture = foundItem.textureKey ?? "items";
const sprite = this.scene.add.sprite(20, 20, texture, foundItem.spriteIndex);
// PD items are 16x16, slot is 40x40. Scale it up?
sprite.setScale(2);
const sprite = this.scene.add.sprite(slotSize / 2, slotSize / 2, texture, foundItem.spriteIndex);
// PD items are 16x16, slot is 48x48. Scale up slightly
sprite.setScale(2.5);
slot.add(sprite);
// Add count if stackable (future)
// Add count in bottom-right corner (white with x prefix)
const count = player.inventory.items.filter(it => it.id === desiredId).length;
const countText = this.scene.add.text(38, 38, `${count}`, {
fontSize: "10px",
color: "#ffffff"
if (count > 1) {
const countText = this.scene.add.text(slotSize - 3, slotSize - 3, `x${count}`, {
fontSize: "11px",
color: "#ffffff",
fontStyle: "bold"
}).setOrigin(1, 1);
slot.add(countText);
}
}
} else {
this.itemMap[i] = null;
// Reset bg
bgGraphics.clear();
bgGraphics.fillStyle(0x1a1a1a, 0.8);
bgGraphics.fillRect(0, 0, 40, 40);
bgGraphics.lineStyle(1, 0x555555);
bgGraphics.strokeRect(0, 0, 40, 40);
bgGraphics.fillStyle(0x2a1f3d, 0.95);
bgGraphics.fillRect(0, 0, slotSize, slotSize);
bgGraphics.lineStyle(2, 0xD4AF37, 1);
bgGraphics.strokeRect(0, 0, slotSize, slotSize);
}
}
}