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15 changed files with 706 additions and 327 deletions

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@@ -152,7 +152,15 @@ export const GAME_CONFIG = {
gameplay: {
energyThreshold: 100,
actionCost: 100
actionCost: 100,
flamethrower: {
range: 4,
initialDamage: 7,
burnDamage: 3,
burnDuration: 5,
rechargeTurns: 20,
maxCharges: 3
}
},
assets: {

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@@ -3,8 +3,10 @@ import type {
MeleeWeaponItem,
RangedWeaponItem,
ArmourItem,
AmmoItem
AmmoItem,
FlamethrowerItem
} from "../types";
import { GAME_CONFIG } from "../config/GameConfig";
// =============================================================================
// Per-Type Template Lists (Immutable)
@@ -244,6 +246,24 @@ export function createUpgradeScroll(quantity = 1): ConsumableItem {
};
}
export function createFlamethrower(): FlamethrowerItem {
const config = GAME_CONFIG.gameplay.flamethrower;
return {
id: "flamethrower",
name: "Flamethrower",
type: "Weapon",
weaponType: "flamethrower",
textureKey: "weapons",
spriteIndex: 5,
charges: config.maxCharges,
maxCharges: config.maxCharges,
lastRechargeTurn: 0,
stats: {
attack: config.initialDamage,
range: config.range,
},
};
}
// Legacy export for backward compatibility during migration
export const ITEMS = ALL_TEMPLATES;

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@@ -112,7 +112,20 @@ export interface RangedWeaponItem extends BaseItem {
};
}
export type WeaponItem = MeleeWeaponItem | RangedWeaponItem;
export interface FlamethrowerItem extends BaseItem {
type: "Weapon";
weaponType: "flamethrower";
charges: number;
maxCharges: number;
lastRechargeTurn: number;
stats: {
attack: number;
range: number;
};
}
export type WeaponItem = MeleeWeaponItem | RangedWeaponItem | FlamethrowerItem;
export interface ArmourItem extends BaseItem {
type: "BodyArmour" | "Helmet" | "Gloves" | "Boots";

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@@ -24,7 +24,10 @@ export type GameEvent =
// Status effect events
| { type: "status_applied"; entityId: EntityId; status: string; duration: number }
| { type: "status_expired"; entityId: EntityId; status: string }
| { type: "status_tick"; entityId: EntityId; status: string; remaining: number };
| { type: "status_tick"; entityId: EntityId; status: string; remaining: number }
// World events
| { type: "tile_changed"; x: number; y: number };
export type GameEventType = GameEvent["type"];

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@@ -185,6 +185,29 @@ export const Prefabs = {
.build();
},
/**
* Create a fire entity on a tile.
*/
fire(world: ECSWorld, x: number, y: number, duration: number = 4): EntityId {
return EntityBuilder.create(world)
.withPosition(x, y)
.withName("Fire")
.withSprite("dungeon", 19) // Reuse fire trap sprite index for fire
.with("lifeSpan", { remainingTurns: duration })
.asTrigger({
onEnter: true,
effect: "burning",
effectDuration: 5
})
.with("trigger", {
onEnter: true,
effect: "burning",
effectDuration: 5,
damage: 3
})
.build();
},
/**
* Create a player entity at the given position.
*/

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@@ -105,6 +105,13 @@ export interface InventoryComponent extends Inventory {}
export interface EquipmentComponent extends Equipment { }
/**
* For entities that should be destroyed after a certain amount of time/turns.
*/
export interface LifeSpanComponent {
remainingTurns: number;
}
export type ComponentMap = {
// Core components
position: PositionComponent;
@@ -125,6 +132,7 @@ export type ComponentMap = {
groundItem: GroundItemComponent;
inventory: InventoryComponent;
equipment: EquipmentComponent;
lifeSpan: LifeSpanComponent;
};
export type ComponentType = keyof ComponentMap;

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@@ -0,0 +1,103 @@
import { System } from "../System";
import { type ECSWorld } from "../World";
import { type ComponentType } from "../components";
import { type EntityId, type World } from "../../../core/types";
import { TileType, getDestructionResult } from "../../../core/terrain";
import { idx, inBounds } from "../../world/world-logic";
import { Prefabs } from "../Prefabs";
export class FireSystem extends System {
readonly name = "Fire";
readonly requiredComponents: readonly ComponentType[] = ["position"];
readonly priority = 15; // Run after status effects
private world: World;
constructor(world: World) {
super();
this.world = world;
}
update(entities: EntityId[], ecsWorld: ECSWorld, _dt?: number): void {
const fireEntities = entities.filter(id => ecsWorld.getComponent(id, "name")?.name === "Fire");
const spreadTargets: { x: number; y: number; duration: number }[] = [];
const entitiesToRemove: EntityId[] = [];
// Get all combatant positions to avoid spreading onto them
const combatantEntities = ecsWorld.getEntitiesWith("position").filter(id =>
ecsWorld.hasComponent(id, "player") || ecsWorld.hasComponent(id, "stats")
);
const combatantPosSet = new Set(combatantEntities.map(id => {
const p = ecsWorld.getComponent(id, "position")!;
return `${p.x},${p.y}`;
}));
// 1. Process existing fire entities
for (const fireId of fireEntities) {
const pos = ecsWorld.getComponent(fireId, "position");
const lifeSpan = ecsWorld.getComponent(fireId, "lifeSpan");
if (!pos) continue;
// Decrement lifespan
if (lifeSpan) {
lifeSpan.remainingTurns--;
// If fire expires, destroy it and the tile below it
if (lifeSpan.remainingTurns <= 0) {
entitiesToRemove.push(fireId);
const tileIdx = idx(this.world, pos.x, pos.y);
const tile = this.world.tiles[tileIdx];
const nextTile = getDestructionResult(tile);
if (nextTile !== undefined) {
this.world.tiles[tileIdx] = nextTile;
this.eventBus?.emit({ type: "tile_changed", x: pos.x, y: pos.y });
}
continue; // Fire is gone, don't spread from it anymore
}
}
// 2. Spreading logic (only if fire is still active)
for (let dy = -1; dy <= 1; dy++) {
for (let dx = -1; dx <= 1; dx++) {
if (dx === 0 && dy === 0) continue;
const nx = pos.x + dx;
const ny = pos.y + dy;
if (!inBounds(this.world, nx, ny)) continue;
// Skip tiles occupied by any combatant
if (combatantPosSet.has(`${nx},${ny}`)) continue;
const tileIdx = idx(this.world, nx, ny);
const tile = this.world.tiles[tileIdx];
// Fire ONLY spreads to GRASS
if (tile === TileType.GRASS) {
spreadTargets.push({ x: nx, y: ny, duration: 2 });
}
}
}
}
// Cleanup expired fires
for (const id of entitiesToRemove) {
ecsWorld.destroyEntity(id);
}
// 3. Apply spreading
for (const target of spreadTargets) {
// Check if fire already there
const existing = ecsWorld.getEntitiesWith("position").find(id => {
const p = ecsWorld.getComponent(id, "position");
const n = ecsWorld.getComponent(id, "name");
return p?.x === target.x && p?.y === target.y && n?.name === "Fire";
});
if (!existing) {
Prefabs.fire(ecsWorld, target.x, target.y, target.duration);
}
}
}
}

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@@ -123,9 +123,38 @@ export function traceProjectile(
};
}
/**
* Finds the closest visible enemy to a given position.
* Calculates tiles within a cone for area of effect attacks.
*/
export function getConeTiles(origin: Vec2, target: Vec2, range: number): Vec2[] {
const tiles: Vec2[] = [];
const angle = Math.atan2(target.y - origin.y, target.x - origin.x);
const halfSpread = Math.PI / 4; // 90 degree cone
for (let dy = -range; dy <= range; dy++) {
for (let dx = -range; dx <= range; dx++) {
if (dx === 0 && dy === 0) continue;
const dist = Math.sqrt(dx * dx + dy * dy);
if (dist > range + 0.5) continue;
const tilePos = { x: origin.x + dx, y: origin.y + dy };
const tileAngle = Math.atan2(dy, dx);
// Normalize angle difference to [-PI, PI]
let angleDiff = tileAngle - angle;
while (angleDiff > Math.PI) angleDiff -= 2 * Math.PI;
while (angleDiff < -Math.PI) angleDiff += 2 * Math.PI;
if (Math.abs(angleDiff) <= halfSpread) {
tiles.push(tilePos);
}
}
}
return tiles;
}
export function getClosestVisibleEnemy(
origin: Vec2,
seenTiles: Set<string> | boolean[] | Uint8Array, // Support various visibility structures

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@@ -185,11 +185,23 @@ function handleAttack(_w: World, actor: Actor, action: { targetId: EntityId }, a
accessor.removeActor(target.id);
// Extinguish fire at the death position
const ecsWorld = accessor.context;
if (ecsWorld) {
const firesAtPos = ecsWorld.getEntitiesWith("position", "name").filter(id => {
const p = ecsWorld.getComponent(id, "position");
const n = ecsWorld.getComponent(id, "name");
return p?.x === target.pos.x && p?.y === target.pos.y && n?.name === "Fire";
});
for (const fireId of firesAtPos) {
ecsWorld.destroyEntity(fireId);
}
}
// Spawn EXP Orb
const enemyDef = (GAME_CONFIG.enemies as any)[target.type || ""];
const expAmount = enemyDef?.expValue || 0;
const ecsWorld = accessor.context;
if (ecsWorld) {
const orbId = Prefabs.expOrb(ecsWorld, target.pos.x, target.pos.y, expAmount);
events.push({ type: "orb-spawned", orbId, x: target.pos.x, y: target.pos.y });

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@@ -8,7 +8,8 @@ import {
createRangedWeapon,
createArmour,
createUpgradeScroll,
createAmmo
createAmmo,
createFlamethrower
} from "../../core/config/Items";
import { seededRandom } from "../../core/math";
import * as ROT from "rot-js";
@@ -62,6 +63,7 @@ export function generateWorld(floor: number, runState: RunState): { world: World
createConsumable("throwing_dagger", 3),
createRangedWeapon("pistol"),
createAmmo("ammo_9mm", 10),
createFlamethrower(),
createArmour("leather_armor", "heavy"),
createUpgradeScroll(2)
] : [])

View File

@@ -1,5 +1,6 @@
import Phaser from "phaser";
import { type World, type EntityId, type Vec2, type ActorType } from "../core/types";
import { TileType } from "../core/terrain";
import { TILE_SIZE } from "../core/constants";
import { idx, isWall } from "../engine/world/world-logic";
import { GAME_CONFIG } from "../core/config/GameConfig";
@@ -167,6 +168,18 @@ export class DungeonRenderer {
const seen = this.fovManager.seenArray;
const visible = this.fovManager.visibleArray;
// Pre-collect fire positions for efficient tile tinting
const firePositions = new Set<string>();
if (this.ecsWorld) {
const fires = this.ecsWorld.getEntitiesWith("position", "name");
for (const fid of fires) {
if (this.ecsWorld.getComponent(fid, "name")?.name === "Fire") {
const pos = this.ecsWorld.getComponent(fid, "position")!;
firePositions.add(`${pos.x},${pos.y}`);
}
}
}
// Update Tiles
this.layer.forEachTile(tile => {
const i = idx(this.world, tile.x, tile.y);
@@ -189,6 +202,13 @@ export class DungeonRenderer {
if (isVis) {
tile.alpha = 1.0;
tile.tint = 0xffffff;
// Special effect for burning grass
if (firePositions.has(`${tile.x},${tile.y}`) && worldTile === TileType.GRASS) {
const flicker = 0.8 + Math.sin(this.scene.time.now / 120) * 0.2;
tile.tint = 0xff3333; // Bright red
tile.alpha = flicker;
}
} else {
tile.alpha = isWall(this.world, tile.x, tile.y) ? 0.4 : 0.2;
tile.tint = 0x888888;
@@ -218,6 +238,30 @@ export class DungeonRenderer {
if (isSeen && !isVis) {
sprite.setAlpha(0.4);
sprite.setTint(0x888888);
} else {
// Flickering effect for Fire
const name = this.ecsWorld.getComponent(trapId, "name");
if (name?.name === "Fire") {
const flicker = 0.8 + Math.sin(this.scene.time.now / 100) * 0.2;
sprite.setAlpha(flicker);
sprite.setScale(0.9 + Math.sin(this.scene.time.now / 150) * 0.1);
// Tint based on underlying tile
const tileIdx = idx(this.world, pos.x, pos.y);
const worldTile = this.world.tiles[tileIdx];
if (worldTile === TileType.GRASS) {
sprite.setTint(0xff3300); // Bright red-orange for burning grass
} else if (worldTile === TileType.DOOR_CLOSED || worldTile === TileType.DOOR_OPEN) {
// Pulse between yellow and red for doors
const pulse = (Math.sin(this.scene.time.now / 150) + 1) / 2;
const r = 255;
const g = Math.floor(200 * (1 - pulse));
const b = 0;
sprite.setTint((r << 16) | (g << 8) | b);
} else {
sprite.setTint(0xffaa44); // Default orange
}
} else {
sprite.setAlpha(1);
sprite.clearTint();
@@ -225,6 +269,7 @@ export class DungeonRenderer {
}
}
}
}
// Actors (Combatants)
const activeEnemyIds = new Set<EntityId>();
@@ -253,6 +298,14 @@ export class DungeonRenderer {
});
}
this.playerSprite.setVisible(true);
// Burning status effect
const statusEffects = this.ecsWorld.getComponent(this.entityAccessor.playerId, "statusEffects");
if (statusEffects?.effects.some(e => e.type === "burning")) {
this.playerSprite.setTint(0xff6600);
} else {
this.playerSprite.clearTint();
}
}
continue;
}
@@ -292,6 +345,14 @@ export class DungeonRenderer {
}
}
// Burning status effect
const statusEffects = this.ecsWorld.getComponent(a.id, "statusEffects");
if (statusEffects?.effects.some(e => e.type === "burning")) {
sprite.setTint(0xff6600);
} else if (sprite) {
sprite.clearTint();
}
} else if (a.category === "collectible") {
if (a.type === "exp_orb") {
if (!isVis) continue;

View File

@@ -14,6 +14,7 @@ import { isBlocked, isPlayerOnExit, tryDestructTile } from "../engine/world/worl
import { applyAction, stepUntilPlayerTurn } from "../engine/simulation/simulation";
import { generateWorld } from "../engine/world/generator";
import { DungeonRenderer } from "../rendering/DungeonRenderer";
import { Prefabs } from "../engine/ecs/Prefabs";
import { GAME_CONFIG } from "../core/config/GameConfig";
import { EntityAccessor } from "../engine/EntityAccessor";
import { ProgressionManager } from "../engine/ProgressionManager";
@@ -24,11 +25,13 @@ import { TargetingSystem } from "./systems/TargetingSystem";
import { ECSWorld } from "../engine/ecs/World";
import { SystemRegistry } from "../engine/ecs/System";
import { TriggerSystem } from "../engine/ecs/systems/TriggerSystem";
import { StatusEffectSystem } from "../engine/ecs/systems/StatusEffectSystem";
import { StatusEffectSystem, applyStatusEffect } from "../engine/ecs/systems/StatusEffectSystem";
import { TileType } from "../core/terrain";
import { FireSystem } from "../engine/ecs/systems/FireSystem";
import { EventBus } from "../engine/ecs/EventBus";
import { generateLoot } from "../engine/systems/LootSystem";
import { getEffectColor, getEffectName } from "./systems/EventRenderer";
import { calculateDamage } from "../engine/gameplay/CombatLogic";
import { calculateDamage, getConeTiles } from "../engine/gameplay/CombatLogic";
import { GameInput } from "../engine/input/GameInput";
import { GameRenderer } from "./rendering/GameRenderer";
import { PlayerInputHandler } from "./systems/PlayerInputHandler";
@@ -254,6 +257,14 @@ export class GameScene extends Phaser.Scene {
this.emitUIUpdate();
}
// Handle tile changes from ECS/FireSystem
const ecsEvents = this.ecsEventBus.drain();
for (const ev of ecsEvents) {
if (ev.type === "tile_changed") {
this.dungeonRenderer.updateTile(ev.x, ev.y);
}
}
// Process traps and status effects
this.ecsRegistry.updateAll();
@@ -299,11 +310,26 @@ export class GameScene extends Phaser.Scene {
);
player.stats.mana += regenAmount;
}
// Flamethrower Recharge logic
if (player && player.inventory) {
for (const item of player.inventory.items) {
if (item.type === "Weapon" && item.weaponType === "flamethrower") {
if (item.charges < item.maxCharges) {
const turnsSinceLast = this.turnCount - item.lastRechargeTurn;
if (turnsSinceLast >= GAME_CONFIG.gameplay.flamethrower.rechargeTurns) {
item.charges++;
item.lastRechargeTurn = this.turnCount;
this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "+Charge", "#ff6600");
}
}
}
}
}
}
const allEvents = [...playerEvents, ...enemyStep.events];
this.gameRenderer.renderEvents(allEvents, this.playerId, this.entityAccessor);
// Handle loot drops from kills (not part of renderSimEvents since it modifies world state)
@@ -317,15 +343,14 @@ export class GameScene extends Phaser.Scene {
}
}
if (!this.entityAccessor.isPlayerAlive()) {
this.syncRunStateFromPlayer();
const uiScene = this.scene.get("GameUI") as GameUI;
if (uiScene && 'showDeathScreen' in uiScene) {
if (uiScene && "showDeathScreen" in uiScene) {
uiScene.showDeathScreen({
floor: this.floorIndex,
gold: this.runState.inventory.gold,
stats: this.runState.stats
stats: this.runState.stats,
});
}
return;
@@ -373,6 +398,7 @@ export class GameScene extends Phaser.Scene {
this.ecsRegistry = new SystemRegistry(this.ecsWorld, this.ecsEventBus);
this.ecsRegistry.register(new TriggerSystem());
this.ecsRegistry.register(new StatusEffectSystem());
this.ecsRegistry.register(new FireSystem(this.world));
// NOTE: Entities are synced to ECS via EntityAccessor which bridges the World state.
// No need to manually add player here anymore.
@@ -462,6 +488,38 @@ export class GameScene extends Phaser.Scene {
blockedPos,
projectileId,
() => {
// Handle Flamethrower specific impact
if (item.type === "Weapon" && item.weaponType === "flamethrower") {
item.charges--;
item.lastRechargeTurn = this.turnCount; // Prevent immediate recharge if turn logic is before/after
const config = GAME_CONFIG.gameplay.flamethrower;
const targetTiles = getConeTiles(player.pos, blockedPos, config.range);
for (const tile of targetTiles) {
// 1. Initial Damage to Enemies
const enemy = this.entityAccessor.findEnemyAt(tile.x, tile.y);
if (enemy) {
enemy.stats.hp -= config.initialDamage;
this.dungeonRenderer.showDamage(tile.x, tile.y, config.initialDamage);
// 2. Burning Status
applyStatusEffect(this.ecsWorld, enemy.id, {
type: "burning",
duration: config.burnDuration,
magnitude: config.burnDamage,
source: this.playerId
});
}
// 3. Set Tile on Fire (ONLY if flammable)
const tileIdx = tile.y * this.world.width + tile.x;
const worldTile = this.world.tiles[tileIdx];
if (worldTile === TileType.GRASS || worldTile === TileType.DOOR_CLOSED || worldTile === TileType.DOOR_OPEN) {
Prefabs.fire(this.ecsWorld, tile.x, tile.y, 4);
}
}
} else {
// Only drop item if it acts as a thrown item (Consumable/Misc), NOT Weapon
const shouldDrop = item.type !== "Weapon";
@@ -475,6 +533,7 @@ export class GameScene extends Phaser.Scene {
if (tryDestructTile(this.world, blockedPos.x, blockedPos.y)) {
this.dungeonRenderer.updateTile(blockedPos.x, blockedPos.y);
}
}
this.targetingSystem.cancel();
this.commitPlayerAction({ type: "throw" }); // Or 'attack' if shooting? 'throw' is fine for now

View File

@@ -95,7 +95,8 @@ export class GameEventHandler {
const item = player.inventory.items[itemIdx];
// Ranged Weapon Logic
if (item.type === "Weapon" && item.weaponType === "ranged") {
if (item.type === "Weapon" && (item.weaponType === "ranged" || item.weaponType === "flamethrower")) {
if (item.weaponType === "ranged") {
// Check Ammo
if (item.currentAmmo <= 0) {
if (item.reloadingTurnsLeft > 0) {
@@ -113,10 +114,17 @@ export class GameEventHandler {
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Reloading...", "#aaaaaa");
return;
}
} else if (item.weaponType === "flamethrower") {
// Check Charges
if (item.charges <= 0) {
this.scene.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "No charges!", "#ff6600");
return;
}
}
// Has ammo, start targeting
// Has ammo/charges, start targeting
if (this.scene.targetingSystem.isActive && this.scene.targetingSystem.itemId === item.id) {
// Already targeting - execute shoot
// Already targeting - execute action
if (this.scene.targetingSystem.cursorPos) {
this.scene.executeThrow();
}

View File

@@ -3,7 +3,7 @@ import type { World, Item, Vec2, EntityId } from "../../core/types";
import { TILE_SIZE } from "../../core/constants";
import { GAME_CONFIG } from "../../core/config/GameConfig";
import { UI_CONFIG } from "../../core/config/ui";
import { traceProjectile, getClosestVisibleEnemy } from "../../engine/gameplay/CombatLogic";
import { traceProjectile, getClosestVisibleEnemy, getConeTiles } from "../../engine/gameplay/CombatLogic";
import { type EntityAccessor } from "../../engine/EntityAccessor";
/**
@@ -109,6 +109,18 @@ export class TargetingSystem {
const item = player.inventory.items[itemIdx];
const start = player.pos;
const end = { x: this.cursor.x, y: this.cursor.y };
if (item.type === "Weapon" && item.weaponType === "flamethrower") {
if (item.charges <= 0) {
console.log("No charges left!");
return false;
}
onProjectileComplete(end, undefined, item);
return true;
}
// Only remove if it's a consumable throwable
if (item.type === "Consumable" && item.throwable) {
// Handle stack decrement if applicable, or remove
@@ -119,9 +131,6 @@ export class TargetingSystem {
}
}
const start = player.pos;
const end = { x: this.cursor.x, y: this.cursor.y };
const result = traceProjectile(world, start, end, accessor, playerId);
const { blockedPos, hitActorId } = result;
@@ -196,6 +205,24 @@ export class TargetingSystem {
finalEndX = bPos.x * TILE_SIZE + TILE_SIZE / 2;
finalEndY = bPos.y * TILE_SIZE + TILE_SIZE / 2;
// Draw Cone if it's a flamethrower
const player = this.accessor.getCombatant(this.playerId);
const item = player?.inventory?.items.find(it => it.id === this.targetingItemId);
if (item?.type === "Weapon" && item.weaponType === "flamethrower") {
const range = item.stats.range;
const tiles = getConeTiles(playerPos, this.cursor, range);
this.graphics.fillStyle(GAME_CONFIG.ui.targetingLineColor, 0.2);
for (const tile of tiles) {
this.graphics.fillRect(
tile.x * TILE_SIZE,
tile.y * TILE_SIZE,
TILE_SIZE,
TILE_SIZE
);
}
}
}
// Update crosshair position to ACTUAL impact point

View File

@@ -8,7 +8,7 @@ export class QuickSlotComponent {
private container!: Phaser.GameObjects.Container;
private slots: Phaser.GameObjects.Container[] = [];
private itemMap: (Item | null)[] = new Array(10).fill(null);
private assignedIds: string[] = ["health_potion", "pistol", "throwing_dagger", ...new Array(7).fill("")];
private assignedIds: string[] = ["health_potion", "pistol", "throwing_dagger", "flamethrower", ...new Array(6).fill("")];
private draggedSlotIndex: number | null = null;
private dragIcon: Phaser.GameObjects.Sprite | null = null;
private reloadSliderContainer!: Phaser.GameObjects.Container;
@@ -247,6 +247,9 @@ export class QuickSlotComponent {
} else if (foundItem.type === "Weapon" && foundItem.weaponType === "ranged" && foundItem.stats) {
// Show ammo for non-stackable ranged weapons
labelText = `${foundItem.currentAmmo}/${foundItem.stats.magazineSize}`;
} else if (foundItem.type === "Weapon" && foundItem.weaponType === "flamethrower") {
// Show charges for flamethrower
labelText = `${foundItem.charges}/${foundItem.maxCharges}`;
}
if (labelText) {