508 lines
17 KiB
TypeScript
508 lines
17 KiB
TypeScript
import Phaser from "phaser";
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import {
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type EntityId,
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type Vec2,
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type Action,
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type RunState,
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type World,
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type CombatantActor
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} from "../core/types";
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import { TILE_SIZE } from "../core/constants";
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import { inBounds, isBlocked, isPlayerOnExit } from "../engine/world/world-logic";
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import { findPathAStar } from "../engine/world/pathfinding";
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import { applyAction, stepUntilPlayerTurn } from "../engine/simulation/simulation";
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import { generateWorld } from "../engine/world/generator";
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import { DungeonRenderer } from "../rendering/DungeonRenderer";
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import { GAME_CONFIG } from "../core/config/GameConfig";
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import { EntityManager } from "../engine/EntityManager";
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import { ProgressionManager } from "../engine/ProgressionManager";
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export class GameScene extends Phaser.Scene {
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private world!: World;
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private playerId!: EntityId;
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private floorIndex = 1;
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private runState: RunState = {
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stats: { ...GAME_CONFIG.player.initialStats },
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inventory: { gold: 0, items: [] }
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};
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private cursors!: Phaser.Types.Input.Keyboard.CursorKeys;
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private playerPath: Vec2[] = [];
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private awaitingPlayer = false;
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private followPlayer = true;
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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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private isCharacterOpen = false;
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private entityManager!: EntityManager;
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private progressionManager: ProgressionManager = new ProgressionManager();
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private turnCount = 0; // Track turns for mana regen
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constructor() {
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super("GameScene");
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}
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create() {
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this.cursors = this.input.keyboard!.createCursorKeys();
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// Camera
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this.cameras.main.setZoom(GAME_CONFIG.rendering.cameraZoom);
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this.cameras.main.fadeIn(1000, 0, 0, 0);
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// Initialize Sub-systems
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this.dungeonRenderer = new DungeonRenderer(this);
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// Launch UI Scene
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this.scene.launch("GameUI");
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// Listen for Menu State
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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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this.events.on("character-toggled", (isOpen: boolean) => {
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this.isCharacterOpen = isOpen;
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});
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// Load initial floor
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this.loadFloor(1);
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// Menu Inputs
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this.input.keyboard?.on("keydown-I", () => {
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// Close minimap if it's open
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if (this.dungeonRenderer.isMinimapVisible()) {
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this.dungeonRenderer.toggleMinimap();
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}
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this.events.emit("toggle-menu");
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// Force update UI in case it opened
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this.emitUIUpdate();
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});
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this.input.keyboard?.on("keydown-ESC", () => {
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this.events.emit("close-menu");
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// Also close minimap
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if (this.dungeonRenderer.isMinimapVisible()) {
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this.dungeonRenderer.toggleMinimap();
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}
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});
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this.input.keyboard?.on("keydown-M", () => {
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// Close menu if it's open
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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-C", () => {
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this.events.emit("toggle-character");
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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.isInventoryOpen || this.dungeonRenderer.isMinimapVisible()) return;
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this.commitPlayerAction({ type: "wait" });
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});
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// Listen for Map button click from UI
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this.events.on("toggle-minimap", () => {
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this.dungeonRenderer.toggleMinimap();
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});
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// Listen for UI update requests
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this.events.on("request-ui-update", () => {
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this.emitUIUpdate();
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});
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// Listen for game restart
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this.events.on("restart-game", () => {
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this.restartGame();
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});
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this.events.on("allocate-stat", (statName: string) => {
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const player = this.world.actors.get(this.playerId) as CombatantActor;
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if (player) {
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this.progressionManager.allocateStat(player, statName);
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this.emitUIUpdate();
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}
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});
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this.events.on("allocate-passive", (nodeId: string) => {
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const player = this.world.actors.get(this.playerId) as CombatantActor;
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if (player) {
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this.progressionManager.allocatePassive(player, nodeId);
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this.emitUIUpdate();
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}
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});
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// Zoom Control
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this.input.on(
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"wheel",
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(
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_pointer: Phaser.Input.Pointer,
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_gameObjects: any,
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_deltaX: number,
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deltaY: number,
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_deltaZ: number
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) => {
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if (this.isMenuOpen || this.isInventoryOpen || this.dungeonRenderer.isMinimapVisible()) return;
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const zoomDir = deltaY > 0 ? -1 : 1;
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const newZoom = Phaser.Math.Clamp(
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this.cameras.main.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.cameras.main.setZoom(newZoom);
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}
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);
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// Disable context menu for right-click panning
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this.input.mouse?.disableContextMenu();
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// Camera Panning
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this.input.on("pointermove", (p: Phaser.Input.Pointer) => {
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if (!p.isDown) return;
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if (this.isMenuOpen || this.isInventoryOpen || this.dungeonRenderer.isMinimapVisible()) return;
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// Pan with Middle Click or Right Click
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// Note: p.button is not always reliable in move events for holding,
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// so we use specific button down checks or the shift key modifier.
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const isRightDrag = p.rightButtonDown();
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const isMiddleDrag = p.middleButtonDown();
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const isShiftDrag = p.isDown && p.event.shiftKey;
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if (isRightDrag || isMiddleDrag || isShiftDrag) {
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const { x, y } = p.position;
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const { x: prevX, y: prevY } = p.prevPosition;
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const dx = (x - prevX) / this.cameras.main.zoom;
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const dy = (y - prevY) / this.cameras.main.zoom;
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this.cameras.main.scrollX -= dx;
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this.cameras.main.scrollY -= dy;
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this.followPlayer = false;
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}
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});
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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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// Only allow Left Click (0) for movement
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if (p.button !== 0) return;
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this.followPlayer = true;
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if (!this.awaitingPlayer) 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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if (!inBounds(this.world, tx, ty)) return;
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// Exploration rule: cannot click-to-move into unseen tiles
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if (!this.dungeonRenderer.isSeen(tx, ty)) return;
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// Check if clicking on an enemy
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const isEnemy = [...this.world.actors.values()].some(a =>
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a.category === "combatant" && a.pos.x === tx && a.pos.y === ty && !a.isPlayer
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);
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// Check for diagonal adjacency for immediate attack
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const player = this.world.actors.get(this.playerId) as CombatantActor;
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const dx = tx - player.pos.x;
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const dy = ty - player.pos.y;
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const isDiagonalNeighbor = Math.abs(dx) === 1 && Math.abs(dy) === 1;
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if (isEnemy && isDiagonalNeighbor) {
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// Check targetId again to get the ID... technically we just did .some() above.
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const targetId = [...this.world.actors.values()].find(
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a => a.category === "combatant" && a.pos.x === tx && a.pos.y === ty && !a.isPlayer
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)?.id;
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if (targetId !== undefined) {
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this.commitPlayerAction({ type: "attack", targetId });
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return;
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}
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}
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const path = findPathAStar(
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this.world,
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this.dungeonRenderer.seenArray,
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{ ...player.pos },
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{ x: tx, y: ty },
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{ ignoreBlockedTarget: isEnemy }
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);
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if (path.length >= 2) this.playerPath = path;
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this.dungeonRenderer.render(this.playerPath);
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});
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}
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update() {
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if (!this.awaitingPlayer) return;
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if (this.isMenuOpen || this.isInventoryOpen || this.isCharacterOpen || 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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const player = this.world.actors.get(this.playerId) as CombatantActor;
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const next = this.playerPath[1];
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const dx = next.x - player.pos.x;
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const dy = next.y - player.pos.y;
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if (Math.abs(dx) + Math.abs(dy) !== 1) {
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this.playerPath = [];
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return;
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}
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if (isBlocked(this.world, next.x, next.y, this.entityManager)) {
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// Check if it's an enemy at 'next'
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const targetId = [...this.world.actors.values()].find(
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a => a.category === "combatant" && a.pos.x === next.x && a.pos.y === next.y && !a.isPlayer
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)?.id;
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if (targetId !== undefined) {
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this.commitPlayerAction({ type: "attack", targetId });
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this.playerPath = []; // Stop after attack
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return;
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} else {
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// Blocked by something else (friendly?)
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this.playerPath = [];
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return;
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}
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}
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this.commitPlayerAction({ type: "move", dx, dy });
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this.playerPath.shift();
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return;
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}
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// Arrow keys - Support diagonals for attacking only
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let action: Action | null = null;
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let dx = 0;
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let dy = 0;
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// Check all keys to allow simultaneous presses
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if (this.cursors.left!.isDown) dx -= 1;
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if (this.cursors.right!.isDown) dx += 1;
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if (this.cursors.up!.isDown) dy -= 1;
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if (this.cursors.down!.isDown) dy += 1;
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// Force single step input "just now" check to avoid super speed,
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// OR we rely on `awaitingPlayer` to throttle us.
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// `update` runs every frame. `awaitingPlayer` is set to false in `commitPlayerAction`.
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// It remains false until `stepUntilPlayerTurn` returns true.
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// So as long as we only act when `awaitingPlayer` is true, simple `isDown` works for direction combination.
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// BUT we need to ensure we don't accidentally move if we just want to tap.
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// However, common roguelike Input: if you hold, you repeat.
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// We already have `awaitingPlayer` logic.
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// One nuance: mixing JustDown and isDown.
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// If we use isDown, we might act immediately.
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// If we want to support "turn based", usually we wait for "JustDown" of *any* key.
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// But if we want diagonal, we need 2 keys.
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// Simpler approach:
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// If any direction key is JustDown, capture the state of ALL direction keys.
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const anyJustDown = Phaser.Input.Keyboard.JustDown(this.cursors.left!) ||
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Phaser.Input.Keyboard.JustDown(this.cursors.right!) ||
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Phaser.Input.Keyboard.JustDown(this.cursors.up!) ||
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Phaser.Input.Keyboard.JustDown(this.cursors.down!);
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if (anyJustDown) {
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// Recalculate dx/dy based on currently held keys to catch the combo
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dx = 0; dy = 0;
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if (this.cursors.left!.isDown) dx -= 1;
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if (this.cursors.right!.isDown) dx += 1;
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if (this.cursors.up!.isDown) dy -= 1;
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if (this.cursors.down!.isDown) dy += 1;
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if (dx !== 0 || dy !== 0) {
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const player = this.world.actors.get(this.playerId) as CombatantActor;
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const targetX = player.pos.x + dx;
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const targetY = player.pos.y + dy;
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// Check for enemy at target position
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const targetId = [...this.world.actors.values()].find(
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a => a.category === "combatant" && a.pos.x === targetX && a.pos.y === targetY && !a.isPlayer
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)?.id;
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if (targetId !== undefined) {
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action = { type: "attack", targetId };
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} else {
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// Only move if strictly cardinal (no diagonals)
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if (Math.abs(dx) + Math.abs(dy) === 1) {
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action = { type: "move", dx, dy };
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}
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}
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}
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}
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if (action) {
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this.playerPath = [];
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this.commitPlayerAction(action);
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}
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}
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private emitUIUpdate() {
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this.events.emit("update-ui", {
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world: this.world,
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playerId: this.playerId,
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floorIndex: this.floorIndex
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});
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}
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private commitPlayerAction(action: Action) {
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this.awaitingPlayer = false;
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this.followPlayer = true;
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const playerEvents = applyAction(this.world, this.playerId, action, this.entityManager);
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const enemyStep = stepUntilPlayerTurn(this.world, this.playerId, this.entityManager);
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this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId;
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// Increment turn counter and handle mana regeneration
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this.turnCount++;
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if (this.turnCount % GAME_CONFIG.mana.regenInterval === 0) {
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const player = this.world.actors.get(this.playerId) as CombatantActor;
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if (player && player.stats.mana < player.stats.maxMana) {
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const regenAmount = Math.min(
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GAME_CONFIG.mana.regenPerTurn,
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player.stats.maxMana - player.stats.mana
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);
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player.stats.mana += regenAmount;
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}
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}
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// Process events for visual fx
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const allEvents = [...playerEvents, ...enemyStep.events];
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for (const ev of allEvents) {
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if (ev.type === "damaged") {
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this.dungeonRenderer.showDamage(ev.x, ev.y, ev.amount, ev.isCrit, ev.isBlock);
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} else if (ev.type === "dodged") {
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this.dungeonRenderer.showDodge(ev.x, ev.y);
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} else if (ev.type === "healed") {
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this.dungeonRenderer.showHeal(ev.x, ev.y, ev.amount);
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} else if (ev.type === "killed") {
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this.dungeonRenderer.spawnCorpse(ev.x, ev.y, ev.victimType || "rat");
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} else if (ev.type === "waited" && ev.actorId === this.playerId) {
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const player = this.world.actors.get(this.playerId) as CombatantActor;
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if (player) {
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this.dungeonRenderer.showWait(player.pos.x, player.pos.y);
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}
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} else if (ev.type === "orb-spawned") {
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this.dungeonRenderer.spawnOrb(ev.orbId, ev.x, ev.y);
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} else if (ev.type === "exp-collected" && ev.actorId === this.playerId) {
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this.dungeonRenderer.collectOrb(ev.actorId, ev.amount, ev.x, ev.y);
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} else if (ev.type === "leveled-up" && ev.actorId === this.playerId) {
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this.dungeonRenderer.showLevelUp(ev.x, ev.y);
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} else if (ev.type === "enemy-alerted") {
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this.dungeonRenderer.showAlert(ev.x, ev.y);
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}
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}
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// Check if player died
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if (!this.world.actors.has(this.playerId)) {
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this.syncRunStateFromPlayer(); // Save final stats for death screen
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const uiScene = this.scene.get("GameUI") as any;
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if (uiScene) {
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uiScene.showDeathScreen({
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floor: this.floorIndex,
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gold: this.runState.inventory.gold,
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stats: this.runState.stats
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});
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}
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return;
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}
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// Level transition
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if (isPlayerOnExit(this.world, this.playerId)) {
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this.syncRunStateFromPlayer();
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this.floorIndex++;
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this.loadFloor(this.floorIndex);
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return;
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}
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this.dungeonRenderer.computeFov(this.playerId);
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if (this.followPlayer) {
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this.centerCameraOnPlayer();
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}
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this.dungeonRenderer.render(this.playerPath);
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this.emitUIUpdate();
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}
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private loadFloor(floor: number) {
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this.floorIndex = floor;
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this.followPlayer = true;
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const { world, playerId } = generateWorld(floor, this.runState);
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this.world = world;
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this.playerId = playerId;
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this.entityManager = new EntityManager(this.world);
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// Reset transient state
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this.playerPath = [];
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this.awaitingPlayer = false;
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// Camera bounds for this level
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this.cameras.main.setBounds(0, 0, this.world.width * TILE_SIZE, this.world.height * TILE_SIZE);
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// Initialize Renderer for new floor
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this.dungeonRenderer.initializeFloor(this.world, this.playerId);
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// Step until player turn
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const enemyStep = stepUntilPlayerTurn(this.world, this.playerId, this.entityManager);
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this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId;
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this.dungeonRenderer.computeFov(this.playerId);
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this.centerCameraOnPlayer();
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this.dungeonRenderer.render(this.playerPath);
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this.emitUIUpdate();
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}
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private syncRunStateFromPlayer() {
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const p = this.world.actors.get(this.playerId) as CombatantActor;
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if (!p || p.category !== "combatant" || !p.stats || !p.inventory) return;
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this.runState = {
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stats: { ...p.stats },
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inventory: { gold: p.inventory.gold, items: [...p.inventory.items] }
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};
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}
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private restartGame() {
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this.runState = {
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stats: { ...GAME_CONFIG.player.initialStats },
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inventory: { gold: 0, items: [] }
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};
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this.floorIndex = 1;
|
|
this.loadFloor(this.floorIndex);
|
|
}
|
|
|
|
|
|
private centerCameraOnPlayer() {
|
|
const player = this.world.actors.get(this.playerId) as CombatantActor;
|
|
this.cameras.main.centerOn(
|
|
player.pos.x * TILE_SIZE + TILE_SIZE / 2,
|
|
player.pos.y * TILE_SIZE + TILE_SIZE / 2
|
|
);
|
|
}
|
|
|
|
}
|
|
|