🎉 initial commit

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2026-03-20 08:11:31 +00:00
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src/systems/WorldSystem.ts Normal file
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import Phaser from 'phaser'
import { TILE_SIZE, WORLD_TILES } from '../config'
import { TileType, IMPASSABLE } from '../types'
import { stateManager } from '../StateManager'
const BIOME_COLORS: Record<number, string> = {
0: '#1565C0', // DEEP_WATER
1: '#42A5F5', // SHALLOW_WATER
2: '#F5DEB3', // SAND
3: '#66BB6A', // GRASS
4: '#43A047', // DARK_GRASS
5: '#33691E', // FOREST
6: '#616161', // ROCK
// Built types: show grass below
7: '#66BB6A', 8: '#66BB6A', 9: '#66BB6A', 10: '#66BB6A',
}
export class WorldSystem {
private scene: Phaser.Scene
private map!: Phaser.Tilemaps.Tilemap
private tileset!: Phaser.Tilemaps.Tileset
private bgImage!: Phaser.GameObjects.Image
private builtLayer!: Phaser.Tilemaps.TilemapLayer
constructor(scene: Phaser.Scene) {
this.scene = scene
}
create(): void {
const state = stateManager.getState()
// --- Canvas background (1px per tile, scaled up, LINEAR filtered) ---
const canvas = document.createElement('canvas')
canvas.width = WORLD_TILES
canvas.height = WORLD_TILES
const ctx = canvas.getContext('2d')!
for (let y = 0; y < WORLD_TILES; y++) {
for (let x = 0; x < WORLD_TILES; x++) {
const tile = state.world.tiles[y * WORLD_TILES + x]
ctx.fillStyle = BIOME_COLORS[tile] ?? '#0a2210'
ctx.fillRect(x, y, 1, 1)
}
}
this.scene.textures.addCanvas('terrain_bg', canvas)
this.bgImage = this.scene.add.image(0, 0, 'terrain_bg')
.setOrigin(0, 0)
.setScale(TILE_SIZE)
.setDepth(0)
this.scene.textures.get('terrain_bg').setFilter(Phaser.Textures.FilterMode.LINEAR)
// --- Built tile layer (sparse — only FLOOR, WALL, TILLED_SOIL, WATERED_SOIL) ---
this.map = this.scene.make.tilemap({
tileWidth: TILE_SIZE,
tileHeight: TILE_SIZE,
width: WORLD_TILES,
height: WORLD_TILES,
})
const ts = this.map.addTilesetImage('tiles', 'tiles', TILE_SIZE, TILE_SIZE, 0, 0, 0)
if (!ts) throw new Error('Failed to add tileset')
this.tileset = ts
const layer = this.map.createBlankLayer('built', this.tileset, 0, 0)
if (!layer) throw new Error('Failed to create built layer')
this.builtLayer = layer
this.builtLayer.setDepth(1)
const BUILT_TILES = new Set([7, 8, 9, 10]) // FLOOR, WALL, TILLED_SOIL, WATERED_SOIL
for (let y = 0; y < WORLD_TILES; y++) {
for (let x = 0; x < WORLD_TILES; x++) {
const t = state.world.tiles[y * WORLD_TILES + x]
if (BUILT_TILES.has(t)) {
this.builtLayer.putTileAt(t, x, y)
}
}
}
// Camera bounds
this.scene.cameras.main.setBounds(0, 0, WORLD_TILES * TILE_SIZE, WORLD_TILES * TILE_SIZE)
}
getLayer(): Phaser.Tilemaps.TilemapLayer {
return this.builtLayer
}
setTile(tileX: number, tileY: number, type: TileType): void {
const BUILT_TILES = new Set([TileType.FLOOR, TileType.WALL, TileType.TILLED_SOIL, TileType.WATERED_SOIL])
if (BUILT_TILES.has(type)) {
this.builtLayer.putTileAt(type, tileX, tileY)
} else {
// Reverting to natural: remove from built layer
this.builtLayer.removeTileAt(tileX, tileY)
}
}
isPassable(tileX: number, tileY: number): boolean {
if (tileX < 0 || tileY < 0 || tileX >= WORLD_TILES || tileY >= WORLD_TILES) return false
const state = stateManager.getState()
const tile = state.world.tiles[tileY * WORLD_TILES + tileX]
return !IMPASSABLE.has(tile)
}
worldToTile(worldX: number, worldY: number): { tileX: number; tileY: number } {
return {
tileX: Math.floor(worldX / TILE_SIZE),
tileY: Math.floor(worldY / TILE_SIZE),
}
}
tileToWorld(tileX: number, tileY: number): { x: number; y: number } {
return {
x: tileX * TILE_SIZE + TILE_SIZE / 2,
y: tileY * TILE_SIZE + TILE_SIZE / 2,
}
}
getTileType(tileX: number, tileY: number): TileType {
const state = stateManager.getState()
return state.world.tiles[tileY * WORLD_TILES + tileX] as TileType
}
destroy(): void {
this.map.destroy()
this.bgImage.destroy()
}
}