10 Commits

Author SHA1 Message Date
4f2e9f73b6 ♻️ remove silhouette — Nisse always render above world objects
Depth fixed at 900; isOccluded() and outlineSprite removed.
WorldSystem.hasResourceAt() stays as a useful utility.
2026-03-23 20:05:53 +00:00
84b6e51746 🐛 improve occlusion detection with wider tile check
Expands isOccluded() from same-column-only to a 3x4 tile window
(tileX+-1, tileY+1..4) to catch trees whose canopy extends sideways
and well above the trunk tile. Outline scale bumped to 1.15.
2026-03-23 20:02:40 +00:00
5f646d54ca 🐛 fix Nisse outline only shown when actually occluded
Silhouette now hidden by default and toggled on per frame only when
isOccluded() detects a tree, rock or building 1–3 tiles below the Nisse.
Adds WorldSystem.hasResourceAt() for O(1) tile lookup. Outline colour
changed to light blue (0xaaddff) at scale 1.1.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-23 19:52:37 +00:00
94b2f7f457 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>
2026-03-23 19:47:51 +00:00
cd171c859c fix depth sorting for world objects by tileY
Fixes #31. All trees, rocks, seedlings and buildings now use
tileY+5 as depth instead of a fixed value, so objects further
down the screen always render in front of objects above them
regardless of spawn order. Build ghost moved to depth 1000/1001.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-23 19:40:27 +00:00
87f69b4774 add bottom action bar with Build and Nisse category buttons (fixes #29)
- Persistent action bar at bottom of screen (48px high, full width)
- Build button: toggles a horizontal building tray above the bar
- Nisse button: opens the existing Nisse management panel
- Active category button is highlighted; ESC closes the tray
- hintText (farm tool indicator) repositioned above the action bar
- Bar and tray reposition correctly on canvas resize

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-23 17:10:41 +00:00
8d2c58cb5f Merge pull request 'Remove bottom HUD text, move keys to ESC menu' (#28) from fix/remove-bottom-hud-text into master 2026-03-23 16:35:59 +00:00
986c2ea9eb 🔥 remove bottom HUD text, move keys to ESC menu (fixes #27)
- Removed controls hint text and tile coordinate display from the screen
- Removed coordsText / controlsHintText fields and createCoordsDisplay / onCameraMoved methods
- Added keyboard shortcut reference block at the bottom of the ESC menu

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-23 16:32:45 +00:00
1d8b2b2b9c Merge pull request ' Försterkreislauf: Setzlinge, Försterhaus, Förster-Job' (#26) from feature/forester-cycle into master 2026-03-23 16:32:29 +00:00
d3696c6380 📝 CHANGELOG update for Issue #22 (#24) 2026-03-23 12:33:19 +00:00
7 changed files with 215 additions and 15 deletions

View File

@@ -179,18 +179,19 @@ export class GameScene extends Phaser.Scene {
const name = `bobj_${building.id}` const name = `bobj_${building.id}`
if (this.children.getByName(name)) continue if (this.children.getByName(name)) continue
const worldDepth = building.tileY + 5
if (building.kind === 'chest') { if (building.kind === 'chest') {
const g = this.add.graphics().setName(name).setDepth(8) const g = this.add.graphics().setName(name).setDepth(worldDepth)
g.fillStyle(0x8B4513); g.fillRect(wx - 10, wy - 7, 20, 14) g.fillStyle(0x8B4513); g.fillRect(wx - 10, wy - 7, 20, 14)
g.fillStyle(0xCD853F); g.fillRect(wx - 9, wy - 6, 18, 6) g.fillStyle(0xCD853F); g.fillRect(wx - 9, wy - 6, 18, 6)
g.lineStyle(1, 0x5C3317); g.strokeRect(wx - 10, wy - 7, 20, 14) g.lineStyle(1, 0x5C3317); g.strokeRect(wx - 10, wy - 7, 20, 14)
} else if (building.kind === 'bed') { } else if (building.kind === 'bed') {
this.add.image(wx, wy, 'bed_obj').setName(name).setDepth(8) this.add.image(wx, wy, 'bed_obj').setName(name).setDepth(worldDepth)
} else if (building.kind === 'stockpile_zone') { } else if (building.kind === 'stockpile_zone') {
this.add.image(wx, wy, 'stockpile_obj').setName(name).setDepth(4).setAlpha(0.8) this.add.image(wx, wy, 'stockpile_obj').setName(name).setDepth(4).setAlpha(0.8)
} else if (building.kind === 'forester_hut') { } else if (building.kind === 'forester_hut') {
// Draw a simple log-cabin silhouette for the forester hut // Draw a simple log-cabin silhouette for the forester hut
const g = this.add.graphics().setName(name).setDepth(8) const g = this.add.graphics().setName(name).setDepth(worldDepth)
// Body // Body
g.fillStyle(0x6B3F16); g.fillRect(wx - 12, wy - 9, 24, 18) g.fillStyle(0x6B3F16); g.fillRect(wx - 12, wy - 9, 24, 18)
// Roof // Roof

View File

@@ -59,6 +59,18 @@ export class UIScene extends Phaser.Scene {
/** True while the zone-edit tool is active (shown in ESC priority stack). */ /** True while the zone-edit tool is active (shown in ESC priority stack). */
private inForesterZoneEdit = false private inForesterZoneEdit = false
// ── Action Bar ────────────────────────────────────────────────────────────
private static readonly BAR_H = 48
private static readonly TRAY_H = 68
private actionBarBg!: Phaser.GameObjects.Rectangle
private actionBuildBtn!: Phaser.GameObjects.Rectangle
private actionBuildLabel!: Phaser.GameObjects.Text
private actionNisseBtn!: Phaser.GameObjects.Rectangle
private actionNisseLabel!: Phaser.GameObjects.Text
private actionTrayGroup!: Phaser.GameObjects.Group
private actionTrayVisible = false
private activeCategory: 'build' | 'nisse' | null = null
constructor() { super({ key: 'UI' }) } constructor() { super({ key: 'UI' }) }
/** /**
@@ -74,6 +86,7 @@ export class UIScene extends Phaser.Scene {
this.createBuildModeIndicator() this.createBuildModeIndicator()
this.createFarmToolIndicator() this.createFarmToolIndicator()
this.createDebugPanel() this.createDebugPanel()
this.createActionBar()
const gameScene = this.scene.get('Game') const gameScene = this.scene.get('Game')
gameScene.events.on('buildModeChanged', (a: boolean, b: BuildingType) => this.onBuildModeChanged(a, b)) gameScene.events.on('buildModeChanged', (a: boolean, b: BuildingType) => this.onBuildModeChanged(a, b))
@@ -99,6 +112,7 @@ export class UIScene extends Phaser.Scene {
this.nisseInfoGroup = this.add.group() this.nisseInfoGroup = this.add.group()
this.settingsGroup = this.add.group() this.settingsGroup = this.add.group()
this.foresterPanelGroup = this.add.group() this.foresterPanelGroup = this.add.group()
this.actionTrayGroup = this.add.group()
gameScene.events.on('foresterHutClicked', (id: string) => this.openForesterPanel(id)) gameScene.events.on('foresterHutClicked', (id: string) => this.openForesterPanel(id))
gameScene.events.on('foresterZoneEditEnded', () => this.onForesterEditEnded()) gameScene.events.on('foresterZoneEditEnded', () => this.onForesterEditEnded())
@@ -171,7 +185,7 @@ export class UIScene extends Phaser.Scene {
/** Creates the centered hint text element near the bottom of the screen. */ /** Creates the centered hint text element near the bottom of the screen. */
private createHintText(): void { private createHintText(): void {
this.hintText = this.add.text(this.scale.width / 2, this.scale.height - 40, '', { this.hintText = this.add.text(this.scale.width / 2, this.scale.height - UIScene.BAR_H - 24, '', {
fontSize: '14px', color: '#ffff88', fontFamily: 'monospace', fontSize: '14px', color: '#ffff88', fontFamily: 'monospace',
backgroundColor: '#00000099', padding: { x: 10, y: 5 }, backgroundColor: '#00000099', padding: { x: 10, y: 5 },
}).setOrigin(0.5).setScrollFactor(0).setDepth(100).setVisible(false) }).setOrigin(0.5).setScrollFactor(0).setDepth(100).setVisible(false)
@@ -266,6 +280,10 @@ export class UIScene extends Phaser.Scene {
this.villagerPanelVisible = false this.villagerPanelVisible = false
this.villagerPanelGroup?.destroy(true) this.villagerPanelGroup?.destroy(true)
this.scene.get('Game').events.emit('uiMenuClose') this.scene.get('Game').events.emit('uiMenuClose')
if (this.activeCategory === 'nisse') {
this.activeCategory = null
this.updateCategoryHighlights()
}
} }
/** /**
@@ -525,6 +543,7 @@ export class UIScene extends Phaser.Scene {
if (this.foresterPanelVisible) { this.closeForesterPanel(); return } if (this.foresterPanelVisible) { this.closeForesterPanel(); return }
if (this.contextMenuVisible) { this.hideContextMenu(); return } if (this.contextMenuVisible) { this.hideContextMenu(); return }
if (this.buildMenuVisible) { this.closeBuildMenu(); return } if (this.buildMenuVisible) { this.closeBuildMenu(); return }
if (this.actionTrayVisible) { this.closeActionTray(); return }
if (this.villagerPanelVisible) { this.closeVillagerPanel(); return } if (this.villagerPanelVisible) { this.closeVillagerPanel(); return }
if (this.nisseInfoVisible) { this.closeNisseInfoPanel(); return } if (this.nisseInfoVisible) { this.closeNisseInfoPanel(); return }
if (this.settingsVisible) { this.closeSettings(); return } if (this.settingsVisible) { this.closeSettings(); return }
@@ -1137,6 +1156,152 @@ export class UIScene extends Phaser.Scene {
} }
} }
// ─── Action Bar ───────────────────────────────────────────────────────────
/**
* Creates the persistent bottom action bar with Build and Nisse category buttons.
* The bar is always visible; individual button highlights change with the active category.
*/
private createActionBar(): void {
const { width, height } = this.scale
const barY = height - UIScene.BAR_H
this.actionBarBg = this.add.rectangle(0, barY, width, UIScene.BAR_H, 0x080808, 0.92)
.setOrigin(0, 0).setScrollFactor(0).setDepth(300)
this.actionBuildBtn = this.add.rectangle(8, barY + 8, 88, 32, 0x1a3a1a, 0.9)
.setOrigin(0, 0).setScrollFactor(0).setDepth(301).setInteractive()
this.actionBuildBtn.on('pointerover', () => {
if (this.activeCategory !== 'build') this.actionBuildBtn.setFillStyle(0x2a5a2a, 0.9)
})
this.actionBuildBtn.on('pointerout', () => {
if (this.activeCategory !== 'build') this.actionBuildBtn.setFillStyle(0x1a3a1a, 0.9)
})
this.actionBuildBtn.on('pointerdown', () => this.toggleCategory('build'))
this.actionBuildLabel = this.add.text(52, barY + UIScene.BAR_H / 2, '🔨 Build', {
fontSize: '12px', color: '#cccccc', fontFamily: 'monospace',
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(302)
this.actionNisseBtn = this.add.rectangle(104, barY + 8, 88, 32, 0x1a1a3a, 0.9)
.setOrigin(0, 0).setScrollFactor(0).setDepth(301).setInteractive()
this.actionNisseBtn.on('pointerover', () => {
if (this.activeCategory !== 'nisse') this.actionNisseBtn.setFillStyle(0x2a2a5a, 0.9)
})
this.actionNisseBtn.on('pointerout', () => {
if (this.activeCategory !== 'nisse') this.actionNisseBtn.setFillStyle(0x1a1a3a, 0.9)
})
this.actionNisseBtn.on('pointerdown', () => this.toggleCategory('nisse'))
this.actionNisseLabel = this.add.text(148, barY + UIScene.BAR_H / 2, '👥 Nisse', {
fontSize: '12px', color: '#cccccc', fontFamily: 'monospace',
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(302)
}
/**
* Toggles the given action bar category on or off.
* Selecting the active category deselects it; selecting a new one closes the previous.
* @param cat - The category to toggle ('build' or 'nisse')
*/
private toggleCategory(cat: 'build' | 'nisse'): void {
if (this.activeCategory === cat) {
this.deactivateCategory()
return
}
// Close whatever was open before
if (this.activeCategory === 'build') this.closeActionTray()
if (this.activeCategory === 'nisse' && this.villagerPanelVisible) this.closeVillagerPanel()
this.activeCategory = cat
this.updateCategoryHighlights()
if (cat === 'build') {
this.openActionTray()
} else {
this.openVillagerPanel()
}
}
/**
* Deactivates the currently active category, closing its associated panel or tray.
*/
private deactivateCategory(): void {
if (this.activeCategory === 'build') this.closeActionTray()
if (this.activeCategory === 'nisse' && this.villagerPanelVisible) this.closeVillagerPanel()
this.activeCategory = null
this.updateCategoryHighlights()
}
/**
* Updates the visual highlight of the Build and Nisse buttons
* to reflect the current active category.
*/
private updateCategoryHighlights(): void {
this.actionBuildBtn.setFillStyle(this.activeCategory === 'build' ? 0x3d7a3d : 0x1a3a1a, 0.9)
this.actionNisseBtn.setFillStyle(this.activeCategory === 'nisse' ? 0x3d3d7a : 0x1a1a3a, 0.9)
}
/**
* Builds and shows the building tool tray above the action bar.
* Each building is shown as a clickable tile with emoji and name.
*/
private openActionTray(): void {
if (this.actionTrayVisible) return
this.actionTrayVisible = true
this.actionTrayGroup.destroy(true)
this.actionTrayGroup = this.add.group()
const { width, height } = this.scale
const trayY = height - UIScene.BAR_H - UIScene.TRAY_H
const bg = this.add.rectangle(0, trayY, width, UIScene.TRAY_H, 0x0d0d0d, 0.88)
.setOrigin(0, 0).setScrollFactor(0).setDepth(300)
this.actionTrayGroup.add(bg)
const buildings: { kind: BuildingType; emoji: string; label: string }[] = [
{ kind: 'floor', emoji: '🪵', label: 'Floor' },
{ kind: 'wall', emoji: '🧱', label: 'Wall' },
{ kind: 'chest', emoji: '📦', label: 'Chest' },
{ kind: 'bed', emoji: '🛏', label: 'Bed' },
{ kind: 'stockpile_zone', emoji: '📦', label: 'Stockpile' },
{ kind: 'forester_hut', emoji: '🌲', label: 'Forester' },
]
const itemW = 84
buildings.forEach((b, i) => {
const bx = 8 + i * (itemW + 4)
const btn = this.add.rectangle(bx, trayY + 4, itemW, UIScene.TRAY_H - 8, 0x1a2a1a, 0.9)
.setOrigin(0, 0).setScrollFactor(0).setDepth(301).setInteractive()
btn.on('pointerover', () => btn.setFillStyle(0x2d4a2d, 0.9))
btn.on('pointerout', () => btn.setFillStyle(0x1a2a1a, 0.9))
btn.on('pointerdown', () => {
this.closeActionTray()
this.deactivateCategory()
this.scene.get('Game').events.emit('selectBuilding', b.kind)
})
this.actionTrayGroup.add(btn)
this.actionTrayGroup.add(
this.add.text(bx + itemW / 2, trayY + 18, b.emoji, { fontSize: '18px' })
.setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(302)
)
this.actionTrayGroup.add(
this.add.text(bx + itemW / 2, trayY + 44, b.label, {
fontSize: '10px', color: '#cccccc', fontFamily: 'monospace',
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(302)
)
})
}
/**
* Hides and destroys the building tool tray.
*/
private closeActionTray(): void {
if (!this.actionTrayVisible) return
this.actionTrayVisible = false
this.actionTrayGroup.destroy(true)
this.actionTrayGroup = this.add.group()
}
// ─── Resize ─────────────────────────────────────────────────────────────── // ─── Resize ───────────────────────────────────────────────────────────────
/** /**
@@ -1157,8 +1322,16 @@ export class UIScene extends Phaser.Scene {
} }
// Bottom elements // Bottom elements
this.hintText.setPosition(width / 2, height - 40) this.hintText.setPosition(width / 2, height - UIScene.BAR_H - 24)
this.toastText.setPosition(width / 2, 60) this.toastText.setPosition(width / 2, 60)
// Action bar — reposition persistent elements
this.actionBarBg.setPosition(0, height - UIScene.BAR_H).setSize(width, UIScene.BAR_H)
this.actionBuildBtn.setPosition(8, height - UIScene.BAR_H + 8)
this.actionBuildLabel.setPosition(48, height - UIScene.BAR_H + UIScene.BAR_H / 2)
this.actionNisseBtn.setPosition(104, height - UIScene.BAR_H + 8)
this.actionNisseLabel.setPosition(144, height - UIScene.BAR_H + UIScene.BAR_H / 2)
if (this.actionTrayVisible) this.closeActionTray()
// Close centered panels — their position is calculated on open, so they // Close centered panels — their position is calculated on open, so they
// would be off-center if left open during a resize // would be off-center if left open during a resize
if (this.buildMenuVisible) this.closeBuildMenu() if (this.buildMenuVisible) this.closeBuildMenu()

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@@ -32,7 +32,7 @@ export class BuildingSystem {
create(): void { create(): void {
this.ghost = this.scene.add.rectangle(0, 0, TILE_SIZE, TILE_SIZE, 0x00FF00, 0.35) this.ghost = this.scene.add.rectangle(0, 0, TILE_SIZE, TILE_SIZE, 0x00FF00, 0.35)
this.ghost.setDepth(20) this.ghost.setDepth(1000)
this.ghost.setVisible(false) this.ghost.setVisible(false)
this.ghost.setStrokeStyle(2, 0x00FF00, 0.8) this.ghost.setStrokeStyle(2, 0x00FF00, 0.8)
@@ -40,7 +40,7 @@ export class BuildingSystem {
fontSize: '10px', color: '#ffffff', fontFamily: 'monospace', fontSize: '10px', color: '#ffffff', fontFamily: 'monospace',
backgroundColor: '#000000aa', padding: { x: 3, y: 2 } backgroundColor: '#000000aa', padding: { x: 3, y: 2 }
}) })
this.ghostLabel.setDepth(21) this.ghostLabel.setDepth(1001)
this.ghostLabel.setVisible(false) this.ghostLabel.setVisible(false)
this.ghostLabel.setOrigin(0.5, 1) this.ghostLabel.setOrigin(0.5, 1)

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@@ -47,10 +47,10 @@ export class ResourceSystem {
sprite.setOrigin(0.5, 0.75) sprite.setOrigin(0.5, 0.75)
} }
sprite.setDepth(5) sprite.setDepth(node.tileY + 5)
const healthBar = this.scene.add.graphics() const healthBar = this.scene.add.graphics()
healthBar.setDepth(6) healthBar.setDepth(node.tileY + 6)
healthBar.setVisible(false) healthBar.setVisible(false)
this.sprites.set(node.id, { sprite, node, healthBar }) this.sprites.set(node.id, { sprite, node, healthBar })

View File

@@ -110,7 +110,7 @@ export class TreeSeedlingSystem {
const key = `seedling_${Math.min(s.stage, 2)}` const key = `seedling_${Math.min(s.stage, 2)}`
const sprite = this.scene.add.image(x, y, key) const sprite = this.scene.add.image(x, y, key)
.setOrigin(0.5, 0.85) .setOrigin(0.5, 0.85)
.setDepth(5) .setDepth(s.tileY + 5)
this.sprites.set(s.id, sprite) this.sprites.set(s.id, sprite)
} }

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@@ -118,8 +118,9 @@ export class VillagerSystem {
case 'sleeping':this.tickSleeping(v, rt, delta); break case 'sleeping':this.tickSleeping(v, rt, delta); break
} }
// Sync sprite to state position // Nisse always render above world objects
rt.sprite.setPosition(v.x, v.y) rt.sprite.setPosition(v.x, v.y)
rt.nameLabel.setPosition(v.x, v.y - 22) rt.nameLabel.setPosition(v.x, v.y - 22)
rt.energyBar.setPosition(0, 0) rt.energyBar.setPosition(0, 0)
this.drawEnergyBar(rt.energyBar, v.x, v.y, v.energy) this.drawEnergyBar(rt.energyBar, v.x, v.y, v.energy)
@@ -569,16 +570,23 @@ export class VillagerSystem {
* for a newly added Nisse. * for a newly added Nisse.
* @param v - Villager state to create sprites for * @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 { private spawnSprite(v: VillagerState): void {
const sprite = this.scene.add.image(v.x, v.y, 'villager').setDepth(11) // Nisse always render above trees, buildings and other world objects.
const sprite = this.scene.add.image(v.x, v.y, 'villager')
.setDepth(900)
const nameLabel = this.scene.add.text(v.x, v.y - 22, v.name, { const nameLabel = this.scene.add.text(v.x, v.y - 22, v.name, {
fontSize: '8px', color: '#ffffff', fontFamily: 'monospace', fontSize: '8px', color: '#ffffff', fontFamily: 'monospace',
backgroundColor: '#00000088', padding: { x: 2, y: 1 }, 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 energyBar = this.scene.add.graphics().setDepth(901)
const jobIcon = this.scene.add.text(v.x, v.y - 18, '', { fontSize: '10px' }).setDepth(13) const jobIcon = this.scene.add.text(v.x, v.y - 18, '', { fontSize: '10px' }).setDepth(902)
sprite.setInteractive() sprite.setInteractive()
sprite.on('pointerdown', () => this.onNisseClick?.(v.id)) sprite.on('pointerdown', () => this.onNisseClick?.(v.id))
@@ -667,6 +675,14 @@ export class VillagerSystem {
return result 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.
*/
/** /**
* Destroys all Nisse sprites and clears the runtime map. * Destroys all Nisse sprites and clears the runtime map.
* Should be called when the scene shuts down. * Should be called when the scene shuts down.

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@@ -172,6 +172,16 @@ export class WorldSystem {
this.resourceTiles.delete(tileY * WORLD_TILES + tileX) this.resourceTiles.delete(tileY * WORLD_TILES + tileX)
} }
/**
* Returns true if a resource (tree or rock) occupies the given tile.
* Uses the O(1) resourceTiles index.
* @param tileX - Tile column
* @param tileY - Tile row
*/
hasResourceAt(tileX: number, tileY: number): boolean {
return this.resourceTiles.has(tileY * WORLD_TILES + tileX)
}
/** /**
* Converts world pixel coordinates to tile coordinates. * Converts world pixel coordinates to tile coordinates.
* @param worldX - World X in pixels * @param worldX - World X in pixels