Files
rogue/src/scenes/GameScene.ts
2026-01-04 10:27:27 +11:00

282 lines
8.5 KiB
TypeScript

import Phaser from "phaser";
import {
type EntityId,
type Vec2,
type Action,
type RunState,
type World,
TILE_SIZE
} from "../game/types";
import { inBounds, isBlocked, isPlayerOnExit } from "../game/world";
import { findPathAStar } from "../game/pathfinding";
import { applyAction, stepUntilPlayerTurn } from "../game/simulation";
import { makeTestWorld } from "../game/generator";
import { DungeonRenderer } from "./DungeonRenderer";
import { GAME_CONFIG } from "../game/config/GameConfig";
export class GameScene extends Phaser.Scene {
private world!: World;
private playerId!: EntityId;
private levelIndex = 1;
private runState: RunState = {
stats: { ...GAME_CONFIG.player.initialStats },
inventory: { gold: 0, items: [] }
};
private cursors!: Phaser.Types.Input.Keyboard.CursorKeys;
private playerPath: Vec2[] = [];
private awaitingPlayer = false;
// Sub-systems
private dungeonRenderer!: DungeonRenderer;
private isMenuOpen = false;
constructor() {
super("GameScene");
}
create() {
this.cursors = this.input.keyboard!.createCursorKeys();
// Camera
this.cameras.main.setZoom(GAME_CONFIG.rendering.cameraZoom);
// Initialize Sub-systems
this.dungeonRenderer = new DungeonRenderer(this);
// Launch UI Scene
this.scene.launch("GameUI");
// Listen for Menu State
this.events.on("menu-toggled", (isOpen: boolean) => {
this.isMenuOpen = isOpen;
});
// Load initial level
this.loadLevel(1);
// Menu Inputs
this.input.keyboard?.on("keydown-I", () => {
// Close minimap if it's open
if (this.dungeonRenderer.isMinimapVisible()) {
this.dungeonRenderer.toggleMinimap();
}
this.events.emit("toggle-menu");
// Force update UI in case it opened
this.emitUIUpdate();
});
this.input.keyboard?.on("keydown-ESC", () => {
this.events.emit("close-menu");
// Also close minimap
if (this.dungeonRenderer.isMinimapVisible()) {
this.dungeonRenderer.toggleMinimap();
}
});
this.input.keyboard?.on("keydown-M", () => {
// Close menu if it's open
this.events.emit("close-menu");
this.dungeonRenderer.toggleMinimap();
});
// Listen for Map button click from UI
this.events.on("toggle-minimap", () => {
this.dungeonRenderer.toggleMinimap();
});
// Listen for UI update requests
this.events.on("request-ui-update", () => {
this.emitUIUpdate();
});
// Mouse click -> compute path (only during player turn, and not while menu/minimap is open)
this.input.on("pointerdown", (p: Phaser.Input.Pointer) => {
if (!this.awaitingPlayer) return;
if (this.isMenuOpen || this.dungeonRenderer.isMinimapVisible()) return;
const tx = Math.floor(p.worldX / TILE_SIZE);
const ty = Math.floor(p.worldY / TILE_SIZE);
if (!inBounds(this.world, tx, ty)) return;
// Exploration rule: cannot click-to-move into unseen tiles
if (!this.dungeonRenderer.isSeen(tx, ty)) return;
// Check if clicking on an enemy
const isEnemy = [...this.world.actors.values()].some(a => a.pos.x === tx && a.pos.y === ty && !a.isPlayer);
const player = this.world.actors.get(this.playerId)!;
const path = findPathAStar(
this.world,
this.dungeonRenderer.seenArray,
{ ...player.pos },
{ x: tx, y: ty },
{ ignoreBlockedTarget: isEnemy }
);
if (path.length >= 2) this.playerPath = path;
this.dungeonRenderer.render(this.playerPath);
});
}
update() {
if (!this.awaitingPlayer) return;
if (this.isMenuOpen || this.dungeonRenderer.isMinimapVisible()) return;
// Auto-walk one step per turn
if (this.playerPath.length >= 2) {
const player = this.world.actors.get(this.playerId)!;
const next = this.playerPath[1];
const dx = next.x - player.pos.x;
const dy = next.y - player.pos.y;
if (Math.abs(dx) + Math.abs(dy) !== 1) {
this.playerPath = [];
return;
}
if (isBlocked(this.world, next.x, next.y)) {
// Check if it's an enemy at 'next'
const targetId = [...this.world.actors.values()].find(
a => a.pos.x === next.x && a.pos.y === next.y && !a.isPlayer
)?.id;
if (targetId !== undefined) {
this.commitPlayerAction({ type: "attack", targetId });
this.playerPath = []; // Stop after attack
return;
} else {
// Blocked by something else (friendly?)
this.playerPath = [];
return;
}
}
this.commitPlayerAction({ type: "move", dx, dy });
this.playerPath.shift();
return;
}
// Arrow keys
let action: Action | null = null;
let dx = 0;
let dy = 0;
if (Phaser.Input.Keyboard.JustDown(this.cursors.left!)) dx = -1;
else if (Phaser.Input.Keyboard.JustDown(this.cursors.right!)) dx = 1;
else if (Phaser.Input.Keyboard.JustDown(this.cursors.up!)) dy = -1;
else if (Phaser.Input.Keyboard.JustDown(this.cursors.down!)) dy = 1;
if (dx !== 0 || dy !== 0) {
console.log("Input: ", dx, dy);
const player = this.world.actors.get(this.playerId)!;
const targetX = player.pos.x + dx;
const targetY = player.pos.y + dy;
console.log("Target: ", targetX, targetY);
// Check for enemy at target position
const targetId = [...this.world.actors.values()].find(
a => a.pos.x === targetX && a.pos.y === targetY && !a.isPlayer
)?.id;
console.log("Found Target ID:", targetId);
if (targetId !== undefined) {
action = { type: "attack", targetId };
} else {
action = { type: "move", dx, dy };
}
}
if (action) {
this.playerPath = [];
this.commitPlayerAction(action);
}
}
private emitUIUpdate() {
this.events.emit("update-ui", {
world: this.world,
playerId: this.playerId,
levelIndex: this.levelIndex
});
}
private commitPlayerAction(action: Action) {
this.awaitingPlayer = false;
const playerEvents = applyAction(this.world, this.playerId, action);
const enemyStep = stepUntilPlayerTurn(this.world, this.playerId);
this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId;
// Process events for visual fx
const allEvents = [...playerEvents, ...enemyStep.events];
if (allEvents.length > 0) console.log("Events:", allEvents);
for (const ev of allEvents) {
if (ev.type === "damaged") {
console.log("Showing damage:", ev.amount, "at", ev.x, ev.y);
this.dungeonRenderer.showDamage(ev.x, ev.y, ev.amount);
}
}
// Level transition
if (isPlayerOnExit(this.world, this.playerId)) {
this.syncRunStateFromPlayer();
this.loadLevel(this.levelIndex + 1);
return;
}
this.dungeonRenderer.computeFov(this.playerId);
this.centerCameraOnPlayer();
this.dungeonRenderer.render(this.playerPath);
this.emitUIUpdate();
}
private loadLevel(level: number) {
this.levelIndex = level;
const { world, playerId } = makeTestWorld(level, this.runState);
this.world = world;
this.playerId = playerId;
// Reset transient state
this.playerPath = [];
this.awaitingPlayer = false;
// Camera bounds for this level
this.cameras.main.setBounds(0, 0, this.world.width * TILE_SIZE, this.world.height * TILE_SIZE);
// Initialize Renderer for new level
this.dungeonRenderer.initializeLevel(this.world);
// Step until player turn
const enemyStep = stepUntilPlayerTurn(this.world, this.playerId);
this.awaitingPlayer = enemyStep.awaitingPlayerId === this.playerId;
this.dungeonRenderer.computeFov(this.playerId);
this.centerCameraOnPlayer();
this.dungeonRenderer.render(this.playerPath);
this.emitUIUpdate();
}
private syncRunStateFromPlayer() {
const p = this.world.actors.get(this.playerId);
if (!p?.stats || !p.inventory) return;
this.runState = {
stats: { ...p.stats },
inventory: { gold: p.inventory.gold, items: [...p.inventory.items] }
};
}
private centerCameraOnPlayer() {
const player = this.world.actors.get(this.playerId)!;
this.cameras.main.centerOn(
player.pos.x * TILE_SIZE + TILE_SIZE / 2,
player.pos.y * TILE_SIZE + TILE_SIZE / 2
);
}
}