Add placeholder backpack and inventory UI
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@@ -32,9 +32,42 @@ export type Stats = {
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};
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export type ItemType =
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| "Weapon"
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| "Offhand"
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| "BodyArmour"
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| "Helmet"
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| "Gloves"
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| "Boots"
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| "Amulet"
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| "Ring"
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| "Belt"
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| "Currency";
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export type Item = {
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id: string;
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name: string;
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type: ItemType;
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stats?: Partial<Stats>;
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icon?: string;
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};
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export type Equipment = {
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mainHand?: Item;
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offHand?: Item;
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bodyArmour?: Item;
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helmet?: Item;
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gloves?: Item;
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boots?: Item;
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amulet?: Item;
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ringLeft?: Item;
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ringRight?: Item;
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belt?: Item;
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};
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export type Inventory = {
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gold: number;
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items: string[];
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items: Item[];
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};
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export type RunState = {
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@@ -53,6 +86,7 @@ export type Actor = {
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stats?: Stats;
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inventory?: Inventory;
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equipment?: Equipment;
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};
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export type World = {
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@@ -255,9 +255,12 @@ export class DungeonRenderer {
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if (!isVis) continue;
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const enemyType = a.type as keyof typeof GAME_CONFIG.enemies;
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if (!GAME_CONFIG.enemies[enemyType]) continue;
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activeEnemyIds.add(a.id);
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let sprite = this.enemySprites.get(a.id);
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const textureKey = a.type === "bat" ? "bat" : "rat";
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const textureKey = a.type || "rat";
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if (!sprite) {
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sprite = this.scene.add.sprite(0, 0, textureKey, 0);
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@@ -34,6 +34,7 @@ export class GameScene extends Phaser.Scene {
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// Sub-systems
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private dungeonRenderer!: DungeonRenderer;
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private isMenuOpen = false;
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private isInventoryOpen = false;
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constructor() {
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super("GameScene");
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@@ -63,6 +64,9 @@ export class GameScene extends Phaser.Scene {
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this.events.on("menu-toggled", (isOpen: boolean) => {
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this.isMenuOpen = isOpen;
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});
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this.events.on("inventory-toggled", (isOpen: boolean) => {
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this.isInventoryOpen = isOpen;
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});
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// Load initial floor
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this.loadFloor(1);
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@@ -89,10 +93,14 @@ export class GameScene extends Phaser.Scene {
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this.events.emit("close-menu");
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this.dungeonRenderer.toggleMinimap();
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});
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this.input.keyboard?.on("keydown-B", () => {
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// Toggle inventory
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this.events.emit("toggle-inventory");
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});
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this.input.keyboard?.on("keydown-SPACE", () => {
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if (!this.awaitingPlayer) return;
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if (this.isMenuOpen || this.dungeonRenderer.isMinimapVisible()) return;
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if (this.isMenuOpen || this.isInventoryOpen || this.dungeonRenderer.isMinimapVisible()) return;
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this.commitPlayerAction({ type: "wait" });
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});
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@@ -114,7 +122,7 @@ export class GameScene extends Phaser.Scene {
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// Mouse click -> compute path (only during player turn, and not while menu/minimap is open)
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this.input.on("pointerdown", (p: Phaser.Input.Pointer) => {
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if (!this.awaitingPlayer) return;
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if (this.isMenuOpen || this.dungeonRenderer.isMinimapVisible()) return;
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if (this.isMenuOpen || this.isInventoryOpen || this.dungeonRenderer.isMinimapVisible()) return;
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const tx = Math.floor(p.worldX / TILE_SIZE);
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const ty = Math.floor(p.worldY / TILE_SIZE);
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@@ -143,7 +151,7 @@ export class GameScene extends Phaser.Scene {
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update() {
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if (!this.awaitingPlayer) return;
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if (this.isMenuOpen || this.dungeonRenderer.isMinimapVisible()) return;
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if (this.isMenuOpen || this.isInventoryOpen || this.dungeonRenderer.isMinimapVisible()) return;
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// Auto-walk one step per turn
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if (this.playerPath.length >= 2) {
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181
src/ui/GameUI.ts
181
src/ui/GameUI.ts
@@ -16,6 +16,13 @@ export default class GameUI extends Phaser.Scene {
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private menuBg!: Phaser.GameObjects.Rectangle;
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private menuButton!: Phaser.GameObjects.Container;
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private mapButton!: Phaser.GameObjects.Container;
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private backpackButton!: Phaser.GameObjects.Container;
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// Inventory/Equipment Overlay
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private inventoryOpen = false;
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private invContainer!: Phaser.GameObjects.Container;
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private equipmentSlots: Map<string, Phaser.GameObjects.Container> = new Map();
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private backpackSlots: Phaser.GameObjects.Container[] = [];
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// Death Screen
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private deathContainer!: Phaser.GameObjects.Container;
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@@ -29,6 +36,7 @@ export default class GameUI extends Phaser.Scene {
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create() {
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this.createHud();
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this.createMenu();
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this.createInventoryOverlay();
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this.createDeathScreen();
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// Listen for updates from GameScene
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@@ -38,7 +46,11 @@ export default class GameUI extends Phaser.Scene {
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});
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gameScene.events.on("toggle-menu", () => this.toggleMenu());
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gameScene.events.on("close-menu", () => this.setMenuOpen(false));
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gameScene.events.on("toggle-inventory", () => this.toggleInventory());
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gameScene.events.on("close-menu", () => {
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this.setMenuOpen(false);
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this.setInventoryOpen(false);
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});
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}
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private createHud() {
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@@ -114,9 +126,145 @@ export default class GameUI extends Phaser.Scene {
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placePanel();
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this.scale.on("resize", placePanel);
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// Backpack Button (Bottom Left)
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const bpBtnBg = this.add.rectangle(0, 0, btnW, btnH, 0x000000, 0.6).setStrokeStyle(1, 0xffffff, 0.8);
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const bpBtnLabel = this.add.text(0, 0, "Backpack", { fontSize: "14px", color: "#ffffff" }).setOrigin(0.5);
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this.backpackButton = this.add.container(0, 0, [bpBtnBg, bpBtnLabel]);
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this.backpackButton.setDepth(1000);
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const placeBpButton = () => {
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this.backpackButton.setPosition(btnW / 2 + 10, cam.height - btnH / 2 - 10);
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};
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placeBpButton();
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this.scale.on("resize", placeBpButton);
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bpBtnBg.setInteractive({ useHandCursor: true }).on("pointerdown", () => this.toggleInventory());
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this.setMenuOpen(false);
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}
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private createInventoryOverlay() {
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const cam = this.cameras.main;
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const panelW = 850;
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const panelH = 550;
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// Premium Background with Gradient
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const bg = this.add.graphics();
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bg.fillStyle(0x000000, 0.9);
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bg.fillRect(-panelW / 2, -panelH / 2, panelW, panelH);
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// Make the area interactive to capture clicks
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const hitArea = new Phaser.Geom.Rectangle(-panelW / 2, -panelH / 2, panelW, panelH);
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this.add.zone(0, 0, panelW, panelH).setInteractive(hitArea, Phaser.Geom.Rectangle.Contains);
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bg.lineStyle(3, 0x443322, 1);
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bg.strokeRect(-panelW / 2, -panelH / 2, panelW, panelH);
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// Subtle inner border
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bg.lineStyle(1, 0x887766, 0.3);
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bg.strokeRect(-panelW / 2 + 5, -panelH / 2 + 5, panelW - 10, panelH - 10);
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const title = this.add.text(0, -panelH / 2 + 25, "INVENTORY", {
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fontSize: "28px",
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color: "#d4af37",
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fontStyle: "bold",
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shadow: { blur: 2, color: "#000000", fill: true, offsetY: 2 }
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}).setOrigin(0.5);
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this.invContainer = this.add.container(0, 0, [bg, title]);
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this.invContainer.setDepth(1001);
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// --- Equipment Section (PoE Style) ---
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const eqX = -200;
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const eqY = 10;
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const createSlot = (x: number, y: number, w: number, h: number, label: string, key: string) => {
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const g = this.add.graphics();
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// Outer border
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g.lineStyle(2, 0x444444, 1);
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g.strokeRect(-w / 2, -h / 2, w, h);
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// Inner gradient-like background
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g.fillStyle(0x1a1a1a, 1);
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g.fillRect(-w / 2 + 1, -h / 2 + 1, w - 2, h - 2);
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// Bottom highlight
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g.lineStyle(1, 0x333333, 1);
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g.lineBetween(-w / 2 + 2, h / 2 - 2, w / 2 - 2, h / 2 - 2);
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const txt = this.add.text(0, 0, label, { fontSize: "11px", color: "#666666", fontStyle: "bold" }).setOrigin(0.5);
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const container = this.add.container(x, y, [g, txt]);
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this.equipmentSlots.set(key, container);
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this.invContainer.add(container);
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return container;
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};
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// Sizes based on PoE proportions
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const sSmall = 54;
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const sMed = 70;
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const sLargeW = 90;
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const sLargeH = 160;
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// Central Column
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createSlot(eqX, eqY - 140, sMed, sMed, "Head", "helmet"); // Helmet
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createSlot(eqX, eqY - 20, sLargeW, 130, "Body", "bodyArmour"); // Body Armour
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createSlot(eqX, eqY + 80, 100, 36, "Belt", "belt"); // Belt
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// Sides (Large)
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createSlot(eqX - 140, eqY - 50, sLargeW, sLargeH, "Main Hand", "mainHand"); // Main Hand
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createSlot(eqX + 140, eqY - 50, sLargeW, sLargeH, "Off Hand", "offHand"); // Off Hand
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// Inner Column Left (Ring)
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createSlot(eqX - 80, eqY - 30, sSmall, sSmall, "Ring", "ringLeft");
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// Inner Column Right (Ring)
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createSlot(eqX + 80, eqY - 30, sSmall, sSmall, "Ring", "ringRight");
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// Bottom Corners
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createSlot(eqX - 100, eqY + 70, sMed, sMed, "Hands", "gloves");
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createSlot(eqX + 100, eqY + 70, sMed, sMed, "Boots", "boots");
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// --- Backpack Section (Right Side) ---
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const bpX = 120;
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const bpY = -panelH / 2 + 100;
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const rows = 10;
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const cols = 6;
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const bpSlotSize = 42;
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const bpTitle = this.add.text(bpX + (cols * (bpSlotSize + 4)) / 2 - 20, bpY - 40, "BACKPACK", {
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fontSize: "18px",
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color: "#d4af37",
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fontStyle: "bold"
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}).setOrigin(0.5);
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this.invContainer.add(bpTitle);
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for (let r = 0; r < rows; r++) {
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for (let c = 0; c < cols; c++) {
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const x = bpX + c * (bpSlotSize + 4);
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const y = bpY + r * (bpSlotSize + 4);
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const g = this.add.graphics();
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g.lineStyle(1, 0x333333, 1);
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g.strokeRect(-bpSlotSize / 2, -bpSlotSize / 2, bpSlotSize, bpSlotSize);
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g.fillStyle(0x0c0c0c, 1);
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g.fillRect(-bpSlotSize / 2 + 0.5, -bpSlotSize / 2 + 0.5, bpSlotSize - 1, bpSlotSize - 1);
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const container = this.add.container(x, y, [g]);
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this.invContainer.add(container);
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this.backpackSlots.push(container);
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}
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}
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const placeInv = () => {
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this.invContainer.setPosition(cam.width / 2, cam.height / 2);
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};
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placeInv();
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this.scale.on("resize", placeInv);
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this.setInventoryOpen(false);
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}
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private createDeathScreen() {
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const cam = this.cameras.main;
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const panelW = GAME_CONFIG.ui.menuPanelWidth + 40;
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@@ -210,17 +358,46 @@ export default class GameUI extends Phaser.Scene {
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}
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private toggleMap() {
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// Close menu and toggle minimap
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// Close all and toggle minimap
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this.setMenuOpen(false);
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this.setInventoryOpen(false);
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const gameScene = this.scene.get("GameScene");
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gameScene.events.emit("toggle-minimap");
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}
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private toggleInventory() {
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this.setInventoryOpen(!this.inventoryOpen);
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if (this.inventoryOpen) {
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this.setMenuOpen(false);
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const gameScene = this.scene.get("GameScene");
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gameScene.events.emit("request-ui-update");
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}
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}
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private setInventoryOpen(open: boolean) {
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this.inventoryOpen = open;
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this.invContainer.setVisible(open);
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const gameScene = this.scene.get("GameScene");
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gameScene.events.emit("inventory-toggled", open);
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}
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private updateUI(world: World, playerId: EntityId, floorIndex: number) {
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this.updateHud(world, playerId, floorIndex);
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if (this.menuOpen) {
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this.updateMenuText(world, playerId, floorIndex);
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}
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if (this.inventoryOpen) {
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this.updateInventoryUI(world, playerId);
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}
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}
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private updateInventoryUI(world: World, playerId: EntityId) {
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const p = world.actors.get(playerId);
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if (!p) return;
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// Clear existing item icons/text from slots if needed (future refinement)
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// For now we just show names or placeholders
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}
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private updateHud(world: World, playerId: EntityId, floorIndex: number) {
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