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3 Commits

Author SHA1 Message Date
Peter Stockings
d2039df8c8 refactor items logic 2026-01-22 22:04:23 +11:00
Peter Stockings
4129f5390f feat: add tooltip for equipment stats 2026-01-21 22:57:32 +11:00
Peter Stockings
84f5624ed5 feat: make equipment slots equipable and ensure stat bonuses are granted 2026-01-21 22:41:00 +11:00
8 changed files with 528 additions and 118 deletions

View File

@@ -1,77 +1,180 @@
import type { Item } from "../types";
import type {
ConsumableItem,
MeleeWeaponItem,
RangedWeaponItem,
ArmourItem,
AmmoItem
} from "../types";
export const ITEMS: Record<string, Item> = {
"health_potion": {
id: "health_potion",
// =============================================================================
// Per-Type Template Lists (Immutable)
// =============================================================================
export const CONSUMABLES = {
health_potion: {
name: "Health Potion",
type: "Consumable",
textureKey: "items",
spriteIndex: 57,
stats: {
hp: 5
},
healAmount: 5,
stackable: true,
quantity: 1
},
"iron_sword": {
id: "iron_sword",
name: "Iron Sword",
type: "Weapon",
weaponType: "melee",
textureKey: "items",
spriteIndex: 2,
stats: {
attack: 2
}
},
"leather_armor": {
id: "leather_armor",
name: "Leather Armor",
type: "BodyArmour",
textureKey: "items",
spriteIndex: 25,
stats: {
defense: 2
}
},
"throwing_dagger": {
id: "throwing_dagger",
throwing_dagger: {
name: "Throwing Dagger",
type: "Consumable",
textureKey: "items",
spriteIndex: 15,
stats: {
attack: 4
},
attack: 4,
throwable: true,
stackable: true,
quantity: 1
},
"pistol": {
id: "pistol",
} as const;
export const RANGED_WEAPONS = {
pistol: {
name: "Pistol",
type: "Weapon",
weaponType: "ranged",
textureKey: "weapons",
spriteIndex: 1,
stats: {
attack: 10,
range: 8,
magazineSize: 6,
currentAmmo: 6,
ammoType: "9mm",
projectileSpeed: 15,
fireSound: "shoot"
}
fireSound: "shoot",
},
"ammo_9mm": {
id: "ammo_9mm",
} as const;
export const MELEE_WEAPONS = {
iron_sword: {
name: "Iron Sword",
textureKey: "items",
spriteIndex: 2,
attack: 2,
},
} as const;
export const AMMO = {
ammo_9mm: {
name: "9mm Ammo",
type: "Ammo",
ammoType: "9mm",
textureKey: "weapons",
spriteIndex: 23,
ammoType: "9mm",
stackable: true,
quantity: 10 // Finds a pack of 10
}
},
} as const;
export const ARMOUR = {
leather_armor: {
name: "Leather Armor",
textureKey: "items",
spriteIndex: 25,
defense: 2,
},
} as const;
// Combined lookup for rendering (e.g., projectile sprites)
export const ALL_TEMPLATES = {
...CONSUMABLES,
...RANGED_WEAPONS,
...MELEE_WEAPONS,
...AMMO,
...ARMOUR,
} as const;
// =============================================================================
// Type-Safe IDs (derived from templates)
// =============================================================================
export type ConsumableId = keyof typeof CONSUMABLES;
export type RangedWeaponId = keyof typeof RANGED_WEAPONS;
export type MeleeWeaponId = keyof typeof MELEE_WEAPONS;
export type AmmoId = keyof typeof AMMO;
export type ArmourId = keyof typeof ARMOUR;
export type ItemTemplateId = keyof typeof ALL_TEMPLATES;
// =============================================================================
// Factory Functions
// =============================================================================
export function createConsumable(id: ConsumableId, quantity = 1): ConsumableItem {
const t = CONSUMABLES[id];
return {
id,
name: t.name,
type: "Consumable",
textureKey: t.textureKey,
spriteIndex: t.spriteIndex,
stackable: t.stackable ?? false,
quantity,
stats: {
hp: "healAmount" in t ? t.healAmount : undefined,
attack: "attack" in t ? t.attack : undefined,
},
throwable: "throwable" in t ? t.throwable : undefined,
};
}
export function createRangedWeapon(id: RangedWeaponId): RangedWeaponItem {
const t = RANGED_WEAPONS[id];
return {
id,
name: t.name,
type: "Weapon",
weaponType: "ranged",
textureKey: t.textureKey,
spriteIndex: t.spriteIndex,
currentAmmo: t.magazineSize,
stats: {
attack: t.attack,
range: t.range,
magazineSize: t.magazineSize,
ammoType: t.ammoType,
projectileSpeed: t.projectileSpeed,
fireSound: t.fireSound,
},
};
}
export function createMeleeWeapon(id: MeleeWeaponId): MeleeWeaponItem {
const t = MELEE_WEAPONS[id];
return {
id,
name: t.name,
type: "Weapon",
weaponType: "melee",
textureKey: t.textureKey,
spriteIndex: t.spriteIndex,
stats: {
attack: t.attack,
},
};
}
export function createAmmo(id: AmmoId, quantity = 10): AmmoItem {
const t = AMMO[id];
return {
id,
name: t.name,
type: "Ammo",
textureKey: t.textureKey,
spriteIndex: t.spriteIndex,
ammoType: t.ammoType,
stackable: true,
quantity,
};
}
export function createArmour(id: ArmourId): ArmourItem {
const t = ARMOUR[id];
return {
id,
name: t.name,
type: "BodyArmour",
textureKey: t.textureKey,
spriteIndex: t.spriteIndex,
stats: {
defense: t.defense,
},
};
}
// Legacy export for backward compatibility during migration
export const ITEMS = ALL_TEMPLATES;

View File

@@ -98,11 +98,11 @@ export interface MeleeWeaponItem extends BaseItem {
export interface RangedWeaponItem extends BaseItem {
type: "Weapon";
weaponType: "ranged";
currentAmmo: number; // Runtime state - moved to top level for easier access
stats: {
attack: number;
range: number;
magazineSize: number;
currentAmmo: number;
ammoType: string;
projectileSpeed: number;
fireSound?: string;

View File

@@ -2,8 +2,8 @@
import { describe, it, expect, beforeEach } from "vitest";
import { ItemManager } from "../../../scenes/systems/ItemManager";
import { EntityManager } from "../../EntityManager";
import type { World, CombatantActor, RangedWeaponItem, AmmoItem } from "../../../core/types";
import { ITEMS } from "../../../core/config/Items";
import type { World, CombatantActor, RangedWeaponItem } from "../../../core/types";
import { createRangedWeapon, createAmmo } from "../../../core/config/Items";
// Mock World and EntityManager
const mockWorld: World = {
@@ -50,8 +50,7 @@ describe("Fireable Weapons & Ammo System", () => {
it("should stack ammo correctly", () => {
// Spawn Ammo pack 1
const ammo1 = { ...ITEMS["ammo_9mm"] } as AmmoItem;
ammo1.quantity = 10;
const ammo1 = createAmmo("ammo_9mm", 10);
itemManager.spawnItem(ammo1, { x: 0, y: 0 });
// Pickup
@@ -60,8 +59,7 @@ describe("Fireable Weapons & Ammo System", () => {
expect(player.inventory!.items[0].quantity).toBe(10);
// Spawn Ammo pack 2
const ammo2 = { ...ITEMS["ammo_9mm"] } as AmmoItem;
ammo2.quantity = 5;
const ammo2 = createAmmo("ammo_9mm", 5);
itemManager.spawnItem(ammo2, { x: 0, y: 0 });
// Pickup (should merge)
@@ -71,82 +69,77 @@ describe("Fireable Weapons & Ammo System", () => {
});
it("should consume ammo from weapon when fired", () => {
// Manually Equip Pistol
const pistol = { ...ITEMS["pistol"] } as RangedWeaponItem;
// Deep clone stats for test isolation
pistol.stats = { ...pistol.stats };
// Create pistol using factory (already has currentAmmo initialized)
const pistol = createRangedWeapon("pistol");
player.inventory!.items.push(pistol);
// Sanity Check
expect(pistol.stats.currentAmmo).toBe(6);
// Sanity Check - currentAmmo is now top-level
expect(pistol.currentAmmo).toBe(6);
expect(pistol.stats.magazineSize).toBe(6);
// Simulate Firing (logic mimic from GameScene)
if (pistol.stats.currentAmmo > 0) {
pistol.stats.currentAmmo--;
if (pistol.currentAmmo > 0) {
pistol.currentAmmo--;
}
expect(pistol.stats.currentAmmo).toBe(5);
expect(pistol.currentAmmo).toBe(5);
});
it("should reload weapon using inventory ammo", () => {
const pistol = { ...ITEMS["pistol"] } as RangedWeaponItem;
pistol.stats = { ...pistol.stats };
pistol.stats.currentAmmo = 0; // Empty
const pistol = createRangedWeapon("pistol");
pistol.currentAmmo = 0; // Empty
player.inventory!.items.push(pistol);
const ammo = { ...ITEMS["ammo_9mm"] } as AmmoItem;
ammo.quantity = 10;
const ammo = createAmmo("ammo_9mm", 10);
player.inventory!.items.push(ammo);
// Logic mimic from GameScene
const needed = pistol.stats.magazineSize - pistol.stats.currentAmmo; // 6
const toTake = Math.min(needed, ammo.quantity); // 6
const needed = pistol.stats.magazineSize - pistol.currentAmmo; // 6
const toTake = Math.min(needed, ammo.quantity!); // 6
pistol.stats.currentAmmo += toTake;
ammo.quantity -= toTake;
pistol.currentAmmo += toTake;
ammo.quantity! -= toTake;
expect(pistol.stats.currentAmmo).toBe(6);
expect(pistol.currentAmmo).toBe(6);
expect(ammo.quantity).toBe(4);
});
it("should handle partial reload if not enough ammo", () => {
const pistol = { ...ITEMS["pistol"] } as RangedWeaponItem;
pistol.stats = { ...pistol.stats };
pistol.stats.currentAmmo = 0;
const pistol = createRangedWeapon("pistol");
pistol.currentAmmo = 0;
player.inventory!.items.push(pistol);
const ammo = { ...ITEMS["ammo_9mm"] } as AmmoItem;
ammo.quantity = 3; // Only 3 bullets
const ammo = createAmmo("ammo_9mm", 3); // Only 3 bullets
player.inventory!.items.push(ammo);
// Logic mimic
const needed = pistol.stats.magazineSize - pistol.stats.currentAmmo; // 6
const toTake = Math.min(needed, ammo.quantity); // 3
const needed = pistol.stats.magazineSize - pistol.currentAmmo; // 6
const toTake = Math.min(needed, ammo.quantity!); // 3
pistol.stats.currentAmmo += toTake;
ammo.quantity -= toTake;
pistol.currentAmmo += toTake;
ammo.quantity! -= toTake;
expect(pistol.stats.currentAmmo).toBe(3);
expect(pistol.currentAmmo).toBe(3);
expect(ammo.quantity).toBe(0);
});
it("should deep clone stats on spawn so pistols remain independent", () => {
const pistolDef = ITEMS["pistol"] as RangedWeaponItem;
it("should deep clone on spawn so pistols remain independent", () => {
const pistol1 = createRangedWeapon("pistol");
// Spawn 1
itemManager.spawnItem(pistolDef, {x:0, y:0});
itemManager.spawnItem(pistol1, {x:0, y:0});
const picked1 = itemManager.tryPickup(player)! as RangedWeaponItem;
// Spawn 2
itemManager.spawnItem(pistolDef, {x:0, y:0});
const pistol2 = createRangedWeapon("pistol");
itemManager.spawnItem(pistol2, {x:0, y:0});
const picked2 = itemManager.tryPickup(player)! as RangedWeaponItem;
expect(picked1).not.toBe(picked2);
expect(picked1.stats).not.toBe(picked2.stats); // Critical!
// Modifying one should not affect other
picked1.stats.currentAmmo = 0;
expect(picked2.stats.currentAmmo).toBe(6);
picked1.currentAmmo = 0;
expect(picked2.currentAmmo).toBe(6);
});
});

View File

@@ -2,7 +2,12 @@ import { type World, type EntityId, type RunState, type Tile, type Actor, type V
import { TileType } from "../../core/terrain";
import { idx } from "./world-logic";
import { GAME_CONFIG } from "../../core/config/GameConfig";
import { ITEMS } from "../../core/config/Items";
import {
createConsumable,
createMeleeWeapon,
createRangedWeapon,
createArmour
} from "../../core/config/Items";
import { seededRandom } from "../../core/math";
import * as ROT from "rot-js";
@@ -53,10 +58,11 @@ export function generateWorld(floor: number, runState: RunState): { world: World
...runState.inventory.items,
// Add starting items for testing if empty
...(runState.inventory.items.length === 0 ? [
{ ...ITEMS["health_potion"], quantity: 2 },
ITEMS["iron_sword"],
{ ...ITEMS["throwing_dagger"], quantity: 3 },
ITEMS["pistol"]
createConsumable("health_potion", 2),
createMeleeWeapon("iron_sword"),
createConsumable("throwing_dagger", 3),
createRangedWeapon("pistol"),
createArmour("leather_armor")
] : [])
]
},

View File

@@ -3,7 +3,7 @@ import { type World, type EntityId, type Vec2, type ActorType } from "../core/ty
import { TILE_SIZE } from "../core/constants";
import { idx, isWall } from "../engine/world/world-logic";
import { GAME_CONFIG } from "../core/config/GameConfig";
import { ITEMS } from "../core/config/Items";
import { ALL_TEMPLATES } from "../core/config/Items";
import { FovManager } from "./FovManager";
import { MinimapRenderer } from "./MinimapRenderer";
import { FxRenderer } from "./FxRenderer";
@@ -328,7 +328,7 @@ export class DungeonRenderer {
// Create sprite
// Look up sprite index from config
const itemConfig = ITEMS[itemId];
const itemConfig = ALL_TEMPLATES[itemId as keyof typeof ALL_TEMPLATES];
const texture = itemConfig?.textureKey ?? "items";
const frame = itemConfig?.spriteIndex ?? 0;

View File

@@ -176,16 +176,16 @@ export class GameScene extends Phaser.Scene {
// Ranged Weapon Logic
if (item.type === "Weapon" && item.weaponType === "ranged") {
// Check Ammo
if (item.stats.currentAmmo <= 0) {
if (item.currentAmmo <= 0) {
// Try Reload
const ammoId = `ammo_${item.stats.ammoType}`;
const ammoItem = player.inventory.items.find(it => it.id === ammoId); // Simple check
if (ammoItem && ammoItem.quantity && ammoItem.quantity > 0) {
const needed = item.stats.magazineSize - item.stats.currentAmmo;
const needed = item.stats.magazineSize - item.currentAmmo;
const toTake = Math.min(needed, ammoItem.quantity);
item.stats.currentAmmo += toTake;
item.currentAmmo += toTake;
ammoItem.quantity -= toTake;
if (ammoItem.quantity <= 0) {
@@ -193,7 +193,7 @@ export class GameScene extends Phaser.Scene {
}
this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Reloaded!", "#00ff00");
console.log("Reloaded. Ammo:", item.stats.currentAmmo);
console.log("Reloaded. Ammo:", item.currentAmmo);
this.commitPlayerAction({ type: "wait" });
this.emitUIUpdate();
} else {
@@ -299,6 +299,46 @@ export class GameScene extends Phaser.Scene {
}
});
this.events.on("equip-item", (data: { itemId: string, slotKey: string }) => {
const player = this.world.actors.get(this.playerId) as CombatantActor;
if (!player || !player.inventory) return;
const itemIdx = player.inventory.items.findIndex(it => it.id === data.itemId);
if (itemIdx === -1) return;
const item = player.inventory.items[itemIdx];
// Type check
const isValid = this.isItemValidForSlot(item, data.slotKey);
if (!isValid) {
this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, "Cannot equip there!", "#ff0000");
return;
}
// Handle swapping
if (!player.equipment) player.equipment = {};
const oldItem = (player.equipment as any)[data.slotKey];
if (oldItem) {
this.handleDeEquipItem(data.slotKey, player, false); // De-equip without emitting UI update yet
}
// Move to equipment
player.inventory.items.splice(itemIdx, 1);
(player.equipment as any)[data.slotKey] = item;
// Apply stats
this.applyItemStats(player, item, true);
this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, `Equipped ${item.name}`, "#d4af37");
this.emitUIUpdate();
});
this.events.on("de-equip-item", (data: { slotKey: string }) => {
const player = this.world.actors.get(this.playerId) as CombatantActor;
if (!player || !player.equipment) return;
this.handleDeEquipItem(data.slotKey, player, true);
});
// Right Clicks to cancel targeting
this.input.on('pointerdown', (p: Phaser.Input.Pointer) => {
if (p.rightButtonDown() && this.targetingSystem.isActive) {
@@ -681,8 +721,8 @@ export class GameScene extends Phaser.Scene {
projectileId = `ammo_${item.stats.ammoType}`; // Show ammo sprite
// Consume Ammo
if (item.stats.currentAmmo > 0) {
item.stats.currentAmmo--;
if (item.currentAmmo > 0) {
item.currentAmmo--;
}
}
@@ -695,8 +735,9 @@ export class GameScene extends Phaser.Scene {
const shouldDrop = item.type !== "Weapon";
if (shouldDrop) {
// Drop the actual item at the landing spot
this.itemManager.spawnItem(item, blockedPos);
// Drop a SINGLE item at the landing spot (not the whole stack)
const singleItem = { ...item, quantity: 1 };
this.itemManager.spawnItem(singleItem, blockedPos);
}
// Trigger destruction/interaction
@@ -725,4 +766,63 @@ export class GameScene extends Phaser.Scene {
};
}
private isItemValidForSlot(item: any, slotKey: string): boolean {
if (!item || !item.type) return false;
if (item.type === "Weapon") return slotKey === "mainHand" || slotKey === "offHand";
if (item.type === "BodyArmour") return slotKey === "bodyArmour";
if (item.type === "Helmet") return slotKey === "helmet";
if (item.type === "Boots") return slotKey === "boots";
if (item.type === "Ring") return slotKey === "ringLeft" || slotKey === "ringRight";
if (item.type === "Belt") return slotKey === "belt";
if (item.type === "Offhand") return slotKey === "offHand";
return false;
}
private applyItemStats(player: CombatantActor, item: any, isAdding: boolean) {
if (!item.stats) return;
const modifier = isAdding ? 1 : -1;
// Apply stats from ArmourItem or MiscItem
if (item.stats.defense) player.stats.defense += item.stats.defense * modifier;
if (item.stats.attack) player.stats.attack += item.stats.attack * modifier;
if (item.stats.maxHp) {
const diff = item.stats.maxHp * modifier;
player.stats.maxHp += diff;
player.stats.hp = Math.min(player.stats.maxHp, player.stats.hp + (isAdding ? diff : 0));
}
if (item.stats.maxMana) {
const diff = item.stats.maxMana * modifier;
player.stats.maxMana += diff;
player.stats.mana = Math.min(player.stats.maxMana, player.stats.mana + (isAdding ? diff : 0));
}
// Other secondary stats
if (item.stats.critChance) player.stats.critChance += item.stats.critChance * modifier;
if (item.stats.accuracy) player.stats.accuracy += item.stats.accuracy * modifier;
if (item.stats.evasion) player.stats.evasion += item.stats.evasion * modifier;
if (item.stats.blockChance) player.stats.blockChance += item.stats.blockChance * modifier;
}
private handleDeEquipItem(slotKey: string, player: CombatantActor, emitUpdate: boolean) {
if (!player.equipment) return;
const item = (player.equipment as any)[slotKey];
if (!item) return;
// Remove from equipment
delete (player.equipment as any)[slotKey];
// Remove stats
this.applyItemStats(player, item, false);
// Add back to inventory
if (!player.inventory) player.inventory = { gold: 0, items: [] };
player.inventory.items.push(item);
if (emitUpdate) {
this.dungeonRenderer.showFloatingText(player.pos.x, player.pos.y, `De-equipped ${item.name}`, "#aaaaaa");
this.emitUIUpdate();
}
}
}

View File

@@ -8,6 +8,10 @@ export class InventoryOverlay extends OverlayComponent {
private dragIcon: Phaser.GameObjects.Sprite | null = null;
private draggedItemIndex: number | null = null;
private draggedEquipmentKey: string | null = null;
private tooltip: Phaser.GameObjects.Container | null = null;
private tooltipName: Phaser.GameObjects.Text | null = null;
private tooltipStats: Phaser.GameObjects.Text | null = null;
private tooltipBg: Phaser.GameObjects.Graphics | null = null;
protected setupContent() {
// Base overlay is 700x500, so we need to fit within those bounds
@@ -29,6 +33,93 @@ export class InventoryOverlay extends OverlayComponent {
// Create two distinct panels
this.createEquipmentPanel();
this.createBackpackPanel();
this.createTooltip();
}
private createTooltip() {
this.tooltip = this.scene.add.container(0, 0);
this.tooltip.setDepth(3000).setVisible(false);
this.tooltipBg = this.scene.add.graphics();
this.tooltip.add(this.tooltipBg);
this.tooltipName = this.scene.add.text(10, 8, "", {
fontSize: "16px",
color: "#ffd700",
fontStyle: "bold",
fontFamily: "serif"
});
this.tooltip.add(this.tooltipName);
this.tooltipStats = this.scene.add.text(10, 30, "", {
fontSize: "13px",
color: "#ffffff",
lineSpacing: 4
});
this.tooltip.add(this.tooltipStats);
this.container.add(this.tooltip);
}
private showTooltip(item: any, x: number, y: number) {
if (!this.tooltip || !this.tooltipName || !this.tooltipStats || !this.tooltipBg) return;
if (this.dragIcon && this.dragIcon.visible) return;
this.tooltipName.setText(item.name.toUpperCase());
let statsText = "";
if (item.stats) {
const stats = item.stats;
const lines: string[] = [];
if (stats.attack) lines.push(`Attack: +${stats.attack}`);
if (stats.defense) lines.push(`Defense: +${stats.defense}`);
if (stats.maxHp) lines.push(`HP: +${stats.maxHp}`);
if (stats.maxMana) lines.push(`Mana: +${stats.maxMana}`);
if (stats.critChance) lines.push(`Crit Chance: +${stats.critChance}%`);
if (stats.accuracy) lines.push(`Accuracy: +${stats.accuracy}%`);
if (stats.evasion) lines.push(`Evasion: +${stats.evasion}%`);
if (stats.blockChance) lines.push(`Block Chance: +${stats.blockChance}%`);
if (stats.range) lines.push(`Range: ${stats.range}`);
statsText = lines.join("\n");
}
if (item.type === "Consumable" && item.stats?.hp) {
statsText = `Heals ${item.stats.hp} HP`;
}
this.tooltipStats.setText(statsText);
// Resize background
const nameWidth = this.tooltipName.width;
const statsWidth = this.tooltipStats.width;
const width = Math.max(nameWidth, statsWidth, 120) + 20;
const height = 38 + this.tooltipStats.height + (statsText ? 5 : -15);
this.tooltipBg.clear();
this.tooltipBg.fillStyle(0x1a0f1a, 0.95);
this.tooltipBg.lineStyle(1, 0xd4af37, 1);
this.tooltipBg.fillRoundedRect(0, 0, width, height, 4);
this.tooltipBg.strokeRoundedRect(0, 0, width, height, 4);
// Position relative to mouse
// localX = x - this.container.x
const localX = x - this.container.x + 15;
const localY = y - this.container.y + 15;
// Boundary check
let finalX = localX;
let finalY = localY;
if (finalX + width > 340) finalX = localX - width - 30;
if (finalY + height > 240) finalY = localY - height - 30;
this.tooltip.setPosition(finalX, finalY);
this.tooltip.setVisible(true);
}
private hideTooltip() {
if (this.tooltip) this.tooltip.setVisible(false);
}
private drawOrnateBorder(w: number, h: number) {
@@ -252,7 +343,7 @@ export class InventoryOverlay extends OverlayComponent {
if (item.stackable) {
labelText = `x${item.quantity || 1}`;
} else if (item.type === "Weapon" && item.weaponType === "ranged" && item.stats) {
labelText = `${item.stats.currentAmmo}/${item.stats.magazineSize}`;
labelText = `${item.currentAmmo}/${item.stats.magazineSize}`;
}
if (labelText) {
@@ -276,6 +367,14 @@ export class InventoryOverlay extends OverlayComponent {
slot.on("pointerdown", () => {
console.log("Clicked item:", item);
});
slot.on("pointerover", (pointer: Phaser.Input.Pointer) => {
this.showTooltip(item, pointer.x, pointer.y);
});
slot.on("pointerout", () => {
this.hideTooltip();
});
});
// Populate equipment slots
@@ -294,12 +393,76 @@ export class InventoryOverlay extends OverlayComponent {
slot.setInteractive(new Phaser.Geom.Rectangle(-size/2, -size/2, size, size), Phaser.Geom.Rectangle.Contains);
slot.setData("equipmentKey", key);
this.scene.input.setDraggable(slot);
slot.on("pointerover", (pointer: Phaser.Input.Pointer) => {
this.showTooltip(item, pointer.x, pointer.y);
});
slot.on("pointerout", () => {
this.hideTooltip();
});
});
}
this.setupDragEvents();
}
private highlightCompatibleSlots(item: any) {
if (!item || !item.type) return;
this.equipmentSlots.forEach((container, key) => {
let compatible = false;
// Simple type compatibility check
if (item.type === "Weapon" && (key === "mainHand" || key === "offHand")) compatible = true;
else if (item.type === "BodyArmour" && key === "bodyArmour") compatible = true;
else if (item.type === "Helmet" && key === "helmet") compatible = true;
else if (item.type === "Boots" && key === "boots") compatible = true;
else if (item.type === "Ring" && (key === "ringLeft" || key === "ringRight")) compatible = true;
else if (item.type === "Belt" && key === "belt") compatible = true;
else if (item.type === "Offhand" && key === "offHand") compatible = true;
if (compatible) {
const graphics = container.list[0] as Phaser.GameObjects.Graphics;
if (graphics) {
graphics.clear();
const size = (key === "bodyArmour") ? 58 : (key === "belt") ? 32 : (key === "boots") ? 46 : (key.startsWith("ring")) ? 38 : 46;
// Glowing border
graphics.lineStyle(4, 0xffd700, 1);
graphics.strokeRect(-size / 2, -size / 2, size, size);
graphics.lineStyle(1, 0x8b7355, 1);
graphics.strokeRect(-size / 2 + 2, -size / 2 + 2, size - 4, size - 4);
graphics.fillStyle(0x4a3a3a, 1);
graphics.fillRect(-size / 2 + 3, -size / 2 + 3, size - 6, size - 6);
}
}
});
}
private clearHighlights() {
this.equipmentSlots.forEach((container, key) => {
const graphics = container.list[0] as Phaser.GameObjects.Graphics;
if (graphics) {
graphics.clear();
const slotBorder = 0xd4af37;
const slotBg = 0x3a2a2a;
const size = (key === "bodyArmour") ? 58 : (key === "belt") ? 32 : (key === "boots") ? 46 : (key.startsWith("ring")) ? 38 : 46;
graphics.lineStyle(2, slotBorder, 1);
graphics.strokeRect(-size / 2, -size / 2, size, size);
graphics.lineStyle(1, 0x8b7355, 1);
graphics.strokeRect(-size / 2 + 2, -size / 2 + 2, size - 4, size - 4);
graphics.fillStyle(slotBg, 1);
graphics.fillRect(-size / 2 + 3, -size / 2 + 3, size - 6, size - 6);
}
});
}
private setupDragEvents() {
this.scene.input.on("dragstart", (pointer: Phaser.Input.Pointer, gameObject: any) => {
const gameScene = this.scene.scene.get("GameScene") as any;
@@ -333,6 +496,11 @@ export class InventoryOverlay extends OverlayComponent {
this.dragIcon.setVisible(true);
}
this.dragIcon.setPosition(pointer.x, pointer.y);
this.hideTooltip();
if (item.type !== "Consumable" && item.type !== "Currency" && item.type !== "Ammo") {
this.highlightCompatibleSlots(item);
}
// Ghost original
const sprite = gameObject.list.find((child: any) => child instanceof Phaser.GameObjects.Sprite);
@@ -359,6 +527,7 @@ export class InventoryOverlay extends OverlayComponent {
this.draggedEquipmentKey = null;
if (this.dragIcon) this.dragIcon.setVisible(false);
this.clearHighlights();
// Reset alpha
const sprite = gameObject.list.find((child: any) => child instanceof Phaser.GameObjects.Sprite);
@@ -380,9 +549,30 @@ export class InventoryOverlay extends OverlayComponent {
return;
}
// Check Backpack (for swapping/reordering) - ONLY if dragged from backpack
// Check Equipment Slots
if (isFromBackpack && this.isPointerOver(pointer.x, pointer.y)) {
const targetEqKey = this.getEquipmentSlotAt(pointer.x, pointer.y);
if (targetEqKey) {
gameScene.events.emit("equip-item", {
itemId: item.id,
slotKey: targetEqKey
});
return;
}
}
// Check Backpack (for swapping/reordering or de-equipping)
if (this.isPointerOver(pointer.x, pointer.y)) {
const targetIndex = this.getBackpackSlotAt(pointer.x, pointer.y);
if (!isFromBackpack) {
// De-equip item
gameScene.events.emit("de-equip-item", {
slotKey: startEqKey
});
return;
}
if (targetIndex !== null && targetIndex !== startIndex) {
const items = player.inventory.items;
const itemToMove = items[startIndex!];
@@ -408,6 +598,24 @@ export class InventoryOverlay extends OverlayComponent {
});
}
private getEquipmentSlotAt(x: number, y: number): string | null {
// Relative to container
const localX = x - this.container.x;
const localY = y - this.container.y;
for (const [key, slot] of this.equipmentSlots.entries()) {
const size = (key === "bodyArmour") ? 58 : (key === "belt") ? 32 : (key === "boots") ? 46 : (key.startsWith("ring")) ? 38 : 46;
const halfSize = size / 2;
const dx = localX - slot.x;
const dy = localY - slot.y;
if (dx >= -halfSize && dx <= halfSize && dy >= -halfSize && dy <= halfSize) {
return key;
}
}
return null;
}
private getBackpackSlotAt(x: number, y: number): number | null {
// Relative to container
const localX = x - this.container.x;

View File

@@ -236,7 +236,7 @@ export class QuickSlotComponent {
labelText = `x${totalQuantity}`;
} else if (foundItem.type === "Weapon" && foundItem.weaponType === "ranged" && foundItem.stats) {
// Show ammo for non-stackable ranged weapons
labelText = `${foundItem.stats.currentAmmo}/${foundItem.stats.magazineSize}`;
labelText = `${foundItem.currentAmmo}/${foundItem.stats.magazineSize}`;
}
if (labelText) {