add Nisse silhouette outline for occlusion visibility

Fixes #33. Each Nisse now has a white filled outline sprite at depth 900
that is always visible above trees and buildings. The main sprite uses
Y-based depth (floor(y/TILE_SIZE)+5) so Nisse sort correctly with world
objects. Name label, energy bar and job icon moved to depth 901/902 so
they remain readable regardless of occlusion.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-23 19:47:51 +00:00
parent cd171c859c
commit 94b2f7f457

View File

@@ -15,6 +15,9 @@ const WORK_LOG_MAX = 20
interface VillagerRuntime {
sprite: Phaser.GameObjects.Image
/** White silhouette sprite rendered above all world objects so the Nisse is
* always locatable even when occluded by trees or buildings. */
outlineSprite: Phaser.GameObjects.Image
nameLabel: Phaser.GameObjects.Text
energyBar: Phaser.GameObjects.Graphics
jobIcon: Phaser.GameObjects.Text
@@ -118,8 +121,13 @@ export class VillagerSystem {
case 'sleeping':this.tickSleeping(v, rt, delta); break
}
// Sync sprite to state position
rt.sprite.setPosition(v.x, v.y)
// Sync sprite to state position; depth is Y-based so Nisse sort correctly with world objects
const worldDepth = Math.floor(v.y / TILE_SIZE) + 5
rt.sprite.setPosition(v.x, v.y).setDepth(worldDepth)
// Outline sprite mirrors position, flip, and angle so the silhouette matches exactly
rt.outlineSprite.setPosition(v.x, v.y).setFlipX(rt.sprite.flipX).setAngle(rt.sprite.angle)
rt.nameLabel.setPosition(v.x, v.y - 22)
rt.energyBar.setPosition(0, 0)
this.drawEnergyBar(rt.energyBar, v.x, v.y, v.energy)
@@ -569,21 +577,36 @@ export class VillagerSystem {
* for a newly added Nisse.
* @param v - Villager state to create sprites for
*/
/**
* Creates and registers all runtime objects (sprite, outline, label, energy bar, icon)
* for a newly added Nisse.
* @param v - Villager state to create sprites for
*/
private spawnSprite(v: VillagerState): void {
const sprite = this.scene.add.image(v.x, v.y, 'villager').setDepth(11)
// Silhouette rendered above all world objects so the Nisse is visible even
// when occluded by a tree or building.
const outlineSprite = this.scene.add.image(v.x, v.y, 'villager')
.setScale(1.3)
.setTintFill(0xffffff)
.setAlpha(0.7)
.setDepth(900)
// Main sprite depth is updated every frame based on Y position.
const sprite = this.scene.add.image(v.x, v.y, 'villager')
.setDepth(Math.floor(v.y / TILE_SIZE) + 5)
const nameLabel = this.scene.add.text(v.x, v.y - 22, v.name, {
fontSize: '8px', color: '#ffffff', fontFamily: 'monospace',
backgroundColor: '#00000088', padding: { x: 2, y: 1 },
}).setOrigin(0.5, 1).setDepth(12)
}).setOrigin(0.5, 1).setDepth(901)
const energyBar = this.scene.add.graphics().setDepth(12)
const jobIcon = this.scene.add.text(v.x, v.y - 18, '', { fontSize: '10px' }).setDepth(13)
const energyBar = this.scene.add.graphics().setDepth(901)
const jobIcon = this.scene.add.text(v.x, v.y - 18, '', { fontSize: '10px' }).setDepth(902)
sprite.setInteractive()
sprite.on('pointerdown', () => this.onNisseClick?.(v.id))
this.runtime.set(v.id, { sprite, nameLabel, energyBar, jobIcon, path: [], destination: null, workTimer: 0, idleScanTimer: 0, workLog: [] })
this.runtime.set(v.id, { sprite, outlineSprite, nameLabel, energyBar, jobIcon, path: [], destination: null, workTimer: 0, idleScanTimer: 0, workLog: [] })
}
/**
@@ -667,14 +690,18 @@ export class VillagerSystem {
return result
}
/**
* Destroys all Nisse sprites and clears the runtime map.
* Should be called when the scene shuts down.
*/
/**
* Destroys all Nisse sprites and clears the runtime map.
* Should be called when the scene shuts down.
*/
destroy(): void {
for (const rt of this.runtime.values()) {
rt.sprite.destroy(); rt.nameLabel.destroy()
rt.energyBar.destroy(); rt.jobIcon.destroy()
rt.sprite.destroy(); rt.outlineSprite.destroy()
rt.nameLabel.destroy(); rt.energyBar.destroy(); rt.jobIcon.destroy()
}
this.runtime.clear()
}