Further refactoring
This commit is contained in:
85
src/scenes/systems/CameraController.ts
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85
src/scenes/systems/CameraController.ts
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@@ -0,0 +1,85 @@
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import Phaser from "phaser";
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import { TILE_SIZE } from "../../core/constants";
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import { GAME_CONFIG } from "../../core/config/GameConfig";
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/**
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* Manages camera controls including zoom, panning, and follow mode.
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* Extracted from GameScene to reduce complexity and improve testability.
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*/
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export class CameraController {
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private camera: Phaser.Cameras.Scene2D.Camera;
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private followMode: boolean = true;
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constructor(camera: Phaser.Cameras.Scene2D.Camera) {
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this.camera = camera;
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}
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/**
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* Enable follow mode - camera will track the target entity
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*/
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enableFollowMode(): void {
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this.followMode = true;
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}
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/**
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* Disable follow mode - camera stays at current position
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*/
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disableFollowMode(): void {
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this.followMode = false;
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}
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/**
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* Check if camera is in follow mode
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*/
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get isFollowing(): boolean {
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return this.followMode;
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}
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/**
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* Center camera on a specific world position (in pixels)
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*/
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centerOn(worldX: number, worldY: number): void {
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this.camera.centerOn(worldX, worldY);
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}
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/**
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* Center camera on a tile position
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*/
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centerOnTile(tileX: number, tileY: number): void {
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const worldX = tileX * TILE_SIZE + TILE_SIZE / 2;
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const worldY = tileY * TILE_SIZE + TILE_SIZE / 2;
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this.camera.centerOn(worldX, worldY);
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}
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/**
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* Handle mouse wheel zoom
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* @param deltaY - Wheel delta (positive = zoom out, negative = zoom in)
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*/
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handleWheel(deltaY: number): void {
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const zoomDir = deltaY > 0 ? -1 : 1;
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const newZoom = Phaser.Math.Clamp(
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this.camera.zoom + zoomDir * GAME_CONFIG.rendering.zoomStep,
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GAME_CONFIG.rendering.minZoom,
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GAME_CONFIG.rendering.maxZoom
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);
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this.camera.setZoom(newZoom);
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}
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/**
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* Handle camera panning via drag
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* @param dx - Change in x position
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* @param dy - Change in y position
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*/
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handlePan(dx: number, dy: number): void {
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this.camera.scrollX -= dx;
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this.camera.scrollY -= dy;
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this.disableFollowMode();
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}
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/**
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* Set camera bounds (usually to match world size)
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*/
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setBounds(x: number, y: number, width: number, height: number): void {
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this.camera.setBounds(x, y, width, height);
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}
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}
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151
src/scenes/systems/EventBridge.ts
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151
src/scenes/systems/EventBridge.ts
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@@ -0,0 +1,151 @@
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import type { GameScene } from "../GameScene";
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import type { DungeonRenderer } from "../../rendering/DungeonRenderer";
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import type { CombatantActor } from "../../core/types";
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import type { ProgressionManager } from "../../engine/ProgressionManager";
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import type { ItemManager } from "./ItemManager";
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import type { TargetingSystem } from "./TargetingSystem";
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/**
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* Centralizes all event handling between GameScene and UI.
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* Extracted from GameScene to reduce complexity and make event flow clearer.
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*/
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export class EventBridge {
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private scene: GameScene;
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constructor(scene: GameScene) {
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this.scene = scene;
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}
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/**
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* Set up all event listeners
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*/
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setupListeners(
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dungeonRenderer: DungeonRenderer,
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progressionManager: ProgressionManager,
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itemManager: ItemManager,
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targetingSystem: TargetingSystem,
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awaitingPlayerFn: () => boolean,
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commitActionFn: (action: any) => void,
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emitUIUpdateFn: () => void,
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restartGameFn: () => void,
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executeThrowFn: (x: number, y: number) => void
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): void {
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// Menu state listeners (from UI)
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this.scene.events.on("menu-toggled", (isOpen: boolean) => {
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(this.scene as any).isMenuOpen = isOpen;
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});
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this.scene.events.on("inventory-toggled", (isOpen: boolean) => {
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(this.scene as any).isInventoryOpen = isOpen;
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});
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this.scene.events.on("character-toggled", (isOpen: boolean) => {
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(this.scene as any).isCharacterOpen = isOpen;
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});
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// Minimap toggle
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this.scene.events.on("toggle-minimap", () => {
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dungeonRenderer.toggleMinimap();
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});
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// UI update requests
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this.scene.events.on("request-ui-update", () => {
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emitUIUpdateFn();
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});
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// Game restart
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this.scene.events.on("restart-game", () => {
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restartGameFn();
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});
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// Stat allocation
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this.scene.events.on("allocate-stat", (statName: string) => {
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const player = (this.scene as any).world.actors.get((this.scene as any).playerId) as CombatantActor;
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if (player) {
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progressionManager.allocateStat(player, statName);
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emitUIUpdateFn();
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}
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});
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// Passive allocation
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this.scene.events.on("allocate-passive", (nodeId: string) => {
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const player = (this.scene as any).world.actors.get((this.scene as any).playerId) as CombatantActor;
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if (player) {
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progressionManager.allocatePassive(player, nodeId);
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emitUIUpdateFn();
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}
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});
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// Player wait action
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this.scene.events.on("player-wait", () => {
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if (!awaitingPlayerFn()) return;
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if ((this.scene as any).isMenuOpen || (this.scene as any).isInventoryOpen || dungeonRenderer.isMinimapVisible()) return;
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commitActionFn({ type: "wait" });
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});
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// Player search action
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this.scene.events.on("player-search", () => {
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if (!awaitingPlayerFn()) return;
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if ((this.scene as any).isMenuOpen || (this.scene as any).isInventoryOpen || dungeonRenderer.isMinimapVisible()) return;
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console.log("Player searching...");
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commitActionFn({ type: "wait" });
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});
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// Item use
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this.scene.events.on("use-item", (data: { itemId: string }) => {
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if (!awaitingPlayerFn()) return;
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const player = (this.scene as any).world.actors.get((this.scene as any).playerId) as CombatantActor;
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if (!player || !player.inventory) return;
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const itemIdx = player.inventory.items.findIndex(it => it.id === data.itemId);
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if (itemIdx === -1) return;
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const item = player.inventory.items[itemIdx];
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const result = itemManager.handleUse(data.itemId, player);
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if (result.success && result.consumed) {
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const healAmount = player.stats.maxHp - player.stats.hp;
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const actualHeal = Math.min(healAmount, player.stats.hp);
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dungeonRenderer.showHeal(player.pos.x, player.pos.y, actualHeal);
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commitActionFn({ type: "wait" });
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emitUIUpdateFn();
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} else if (result.success && !result.consumed) {
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// Throwable item - start targeting
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if (targetingSystem.isActive && targetingSystem.itemId === item.id) {
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// Already targeting - execute throw
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if (targetingSystem.cursorPos) {
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executeThrowFn(targetingSystem.cursorPos.x, targetingSystem.cursorPos.y);
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}
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return;
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}
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targetingSystem.startTargeting(
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item.id,
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player.pos,
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(this.scene as any).world,
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dungeonRenderer.seenArray,
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(this.scene as any).world.width
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);
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emitUIUpdateFn();
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}
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});
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}
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/**
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* Clean up all event listeners (call on scene shutdown)
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*/
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cleanup(): void {
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this.scene.events.removeAllListeners("menu-toggled");
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this.scene.events.removeAllListeners("inventory-toggled");
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this.scene.events.removeAllListeners("character-toggled");
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this.scene.events.removeAllListeners("toggle-minimap");
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this.scene.events.removeAllListeners("request-ui-update");
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this.scene.events.removeAllListeners("restart-game");
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this.scene.events.removeAllListeners("allocate-stat");
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this.scene.events.removeAllListeners("allocate-passive");
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this.scene.events.removeAllListeners("player-wait");
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this.scene.events.removeAllListeners("player-search");
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this.scene.events.removeAllListeners("use-item");
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}
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}
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151
src/scenes/systems/ItemManager.ts
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151
src/scenes/systems/ItemManager.ts
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@@ -0,0 +1,151 @@
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import type { World, CombatantActor, Item, ItemDropActor, Vec2 } from "../../core/types";
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import { EntityManager } from "../../engine/EntityManager";
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/**
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* Result of attempting to use an item
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*/
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export interface ItemUseResult {
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success: boolean;
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consumed: boolean;
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message?: string;
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}
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/**
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* Manages item-related operations including spawning, pickup, and usage.
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* Extracted from GameScene to centralize item logic and reduce complexity.
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*/
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export class ItemManager {
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private world: World;
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private entityManager: EntityManager;
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constructor(world: World, entityManager: EntityManager) {
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this.world = world;
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this.entityManager = entityManager;
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}
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/**
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* Update references when world changes (e.g., new floor)
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*/
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updateWorld(world: World, entityManager: EntityManager): void {
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this.world = world;
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this.entityManager = entityManager;
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}
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/**
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* Spawn an item drop at the specified position
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*/
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spawnItem(item: Item, pos: Vec2): void {
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if (!this.world || !this.entityManager) return;
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const id = this.entityManager.getNextId();
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const drop: ItemDropActor = {
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id,
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pos: { x: pos.x, y: pos.y },
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category: "item_drop",
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item: { ...item } // Clone item
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};
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this.entityManager.addActor(drop);
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}
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/**
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* Try to pickup an item at the player's position
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* @returns The picked up item, or null if nothing to pick up
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*/
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tryPickup(player: CombatantActor): Item | null {
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if (!player || !player.inventory) return null;
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const actors = this.entityManager.getActorsAt(player.pos.x, player.pos.y);
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const itemActor = actors.find((a): a is ItemDropActor => a.category === "item_drop");
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if (itemActor) {
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const item = itemActor.item;
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// Add to inventory
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player.inventory.items.push(item);
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// Remove from world
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this.entityManager.removeActor(itemActor.id);
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console.log("Picked up:", item.name);
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return item;
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}
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return null;
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}
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/**
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* Handle using an item from inventory
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* Returns information about what happened
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*/
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handleUse(itemId: string, player: CombatantActor): ItemUseResult {
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if (!player || !player.inventory) {
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return { success: false, consumed: false, message: "Invalid player state" };
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}
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const itemIdx = player.inventory.items.findIndex(it => it.id === itemId);
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if (itemIdx === -1) {
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return { success: false, consumed: false, message: "Item not found" };
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}
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const item = player.inventory.items[itemIdx];
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// Check if item is a healing consumable
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if (item.stats && item.stats.hp && item.stats.hp > 0) {
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const healAmount = item.stats.hp;
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if (player.stats.hp >= player.stats.maxHp) {
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return { success: false, consumed: false, message: "Already at full health" };
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}
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player.stats.hp = Math.min(player.stats.hp + healAmount, player.stats.maxHp);
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// Remove item after use
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player.inventory.items.splice(itemIdx, 1);
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return {
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success: true,
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consumed: true,
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message: `Healed for ${healAmount} HP`
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};
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}
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// Throwable items are handled by TargetingSystem, not here
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if (item.throwable) {
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return {
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success: true,
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consumed: false,
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message: "Throwable item - use targeting"
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};
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}
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return {
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success: false,
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consumed: false,
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message: "Item has no effect"
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};
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}
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/**
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* Remove an item from player inventory by ID
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*/
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removeFromInventory(player: CombatantActor, itemId: string): boolean {
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if (!player || !player.inventory) return false;
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const itemIdx = player.inventory.items.findIndex(it => it.id === itemId);
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if (itemIdx === -1) return false;
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player.inventory.items.splice(itemIdx, 1);
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return true;
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}
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/**
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* Get an item from player inventory by ID
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*/
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getItem(player: CombatantActor, itemId: string): Item | null {
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if (!player || !player.inventory) return null;
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const item = player.inventory.items.find(it => it.id === itemId);
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return item || null;
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}
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}
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160
src/scenes/systems/TargetingSystem.ts
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160
src/scenes/systems/TargetingSystem.ts
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@@ -0,0 +1,160 @@
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import Phaser from "phaser";
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import type { World, CombatantActor, Item, Vec2, EntityId } from "../../core/types";
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import { TILE_SIZE } from "../../core/constants";
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import { GAME_CONFIG } from "../../core/config/GameConfig";
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import { traceProjectile, getClosestVisibleEnemy } from "../../engine/gameplay/CombatLogic";
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import type { EntityManager } from "../../engine/EntityManager";
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/**
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* Manages targeting mode for thrown items.
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* Extracted from GameScene to isolate targeting logic and reduce complexity.
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*/
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export class TargetingSystem {
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private graphics: Phaser.GameObjects.Graphics;
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private active: boolean = false;
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private targetingItemId: string | null = null;
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private cursor: Vec2 | null = null;
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constructor(graphics: Phaser.GameObjects.Graphics) {
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this.graphics = graphics;
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}
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/**
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* Start targeting mode for a throwable item
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*/
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startTargeting(
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itemId: string,
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playerPos: Vec2,
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world: World,
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seenArray: Uint8Array,
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worldWidth: number
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): void {
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this.targetingItemId = itemId;
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this.active = true;
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// Auto-target closest visible enemy
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const closest = getClosestVisibleEnemy(world, playerPos, seenArray, worldWidth);
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if (closest) {
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this.cursor = closest;
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} else {
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this.cursor = null;
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}
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this.drawLine(playerPos);
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console.log("Targeting Mode: ON");
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}
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/**
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* Update the targeting cursor position
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*/
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updateCursor(worldPos: Vec2, playerPos: Vec2): void {
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if (!this.active) return;
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this.cursor = { x: worldPos.x, y: worldPos.y };
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this.drawLine(playerPos);
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}
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/**
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* Execute the throw action
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*/
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executeThrow(
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world: World,
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playerId: EntityId,
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entityManager: EntityManager,
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onProjectileComplete: (blockedPos: Vec2, hitActorId: EntityId | undefined, item: Item) => void
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): boolean {
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if (!this.active || !this.targetingItemId || !this.cursor) {
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return false;
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}
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const player = world.actors.get(playerId) as CombatantActor;
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if (!player || !player.inventory) return false;
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const itemIdx = player.inventory.items.findIndex(it => it.id === this.targetingItemId);
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if (itemIdx === -1) {
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console.log("Item not found!");
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this.cancel();
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return false;
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}
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const item = player.inventory.items[itemIdx];
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// Remove item from inventory before throw
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player.inventory.items.splice(itemIdx, 1);
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const start = player.pos;
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const end = { x: this.cursor.x, y: this.cursor.y };
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const result = traceProjectile(world, start, end, entityManager, playerId);
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const { blockedPos, hitActorId } = result;
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// Call the callback with throw results
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onProjectileComplete(blockedPos, hitActorId, item);
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return true;
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}
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/**
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* Cancel targeting mode
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*/
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cancel(): void {
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this.active = false;
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this.targetingItemId = null;
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this.cursor = null;
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this.graphics.clear();
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console.log("Targeting cancelled");
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}
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/**
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* Check if targeting is currently active
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*/
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get isActive(): boolean {
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return this.active;
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}
|
||||
|
||||
/**
|
||||
* Get the ID of the item being targeted
|
||||
*/
|
||||
get itemId(): string | null {
|
||||
return this.targetingItemId;
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the current cursor position
|
||||
*/
|
||||
get cursorPos(): Vec2 | null {
|
||||
return this.cursor;
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw targeting line from player to cursor
|
||||
*/
|
||||
private drawLine(playerPos: Vec2): void {
|
||||
if (!this.cursor) {
|
||||
this.graphics.clear();
|
||||
return;
|
||||
}
|
||||
|
||||
this.graphics.clear();
|
||||
|
||||
const startX = playerPos.x * TILE_SIZE + TILE_SIZE / 2;
|
||||
const startY = playerPos.y * TILE_SIZE + TILE_SIZE / 2;
|
||||
|
||||
const endX = this.cursor.x * TILE_SIZE + TILE_SIZE / 2;
|
||||
const endY = this.cursor.y * TILE_SIZE + TILE_SIZE / 2;
|
||||
|
||||
this.graphics.lineStyle(
|
||||
GAME_CONFIG.ui.targetingLineWidth,
|
||||
GAME_CONFIG.ui.targetingLineColor,
|
||||
GAME_CONFIG.ui.targetingLineAlpha
|
||||
);
|
||||
this.graphics.lineBetween(startX, startY, endX, endY);
|
||||
|
||||
this.graphics.strokeRect(
|
||||
this.cursor.x * TILE_SIZE,
|
||||
this.cursor.y * TILE_SIZE,
|
||||
TILE_SIZE,
|
||||
TILE_SIZE
|
||||
);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user