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| Author | SHA1 | Date | |
|---|---|---|---|
| 26c3807481 | |||
| d02ed33435 | |||
| c7cf971e54 | |||
| 08dffa135f | |||
| 4f2e9f73b6 | |||
| 84b6e51746 | |||
| 5f646d54ca | |||
| 94b2f7f457 | |||
| cd171c859c | |||
| d9ef57c6b0 | |||
| 87f69b4774 |
@@ -7,6 +7,10 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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## [Unreleased]
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### Fixed
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- **Y-based depth sorting** (Issue #31): trees, rocks, seedlings and buildings now use `tileY + 5` as depth instead of fixed values — objects lower on screen always render in front of objects above them, regardless of spawn order; build ghost moved to depth 1000
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- **Nisse always visible** (Issue #33): Nisse sprites fixed at depth 900, always rendered above world objects
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### Added
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- **Försterkreislauf** (Issue #25):
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- **Setzlinge beim Fällen**: Jeder gefällte Baum gibt 1–2 `tree_seed` in den Stockpile
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@@ -179,18 +179,19 @@ export class GameScene extends Phaser.Scene {
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const name = `bobj_${building.id}`
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if (this.children.getByName(name)) continue
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const worldDepth = building.tileY + 5
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if (building.kind === 'chest') {
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const g = this.add.graphics().setName(name).setDepth(8)
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const g = this.add.graphics().setName(name).setDepth(worldDepth)
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g.fillStyle(0x8B4513); g.fillRect(wx - 10, wy - 7, 20, 14)
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g.fillStyle(0xCD853F); g.fillRect(wx - 9, wy - 6, 18, 6)
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g.lineStyle(1, 0x5C3317); g.strokeRect(wx - 10, wy - 7, 20, 14)
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} else if (building.kind === 'bed') {
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this.add.image(wx, wy, 'bed_obj').setName(name).setDepth(8)
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this.add.image(wx, wy, 'bed_obj').setName(name).setDepth(worldDepth)
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} else if (building.kind === 'stockpile_zone') {
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this.add.image(wx, wy, 'stockpile_obj').setName(name).setDepth(4).setAlpha(0.8)
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} else if (building.kind === 'forester_hut') {
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// Draw a simple log-cabin silhouette for the forester hut
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const g = this.add.graphics().setName(name).setDepth(8)
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const g = this.add.graphics().setName(name).setDepth(worldDepth)
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// Body
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g.fillStyle(0x6B3F16); g.fillRect(wx - 12, wy - 9, 24, 18)
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// Roof
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@@ -59,6 +59,18 @@ export class UIScene extends Phaser.Scene {
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/** True while the zone-edit tool is active (shown in ESC priority stack). */
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private inForesterZoneEdit = false
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// ── Action Bar ────────────────────────────────────────────────────────────
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private static readonly BAR_H = 48
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private static readonly TRAY_H = 68
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private actionBarBg!: Phaser.GameObjects.Rectangle
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private actionBuildBtn!: Phaser.GameObjects.Rectangle
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private actionBuildLabel!: Phaser.GameObjects.Text
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private actionNisseBtn!: Phaser.GameObjects.Rectangle
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private actionNisseLabel!: Phaser.GameObjects.Text
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private actionTrayGroup!: Phaser.GameObjects.Group
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private actionTrayVisible = false
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private activeCategory: 'build' | 'nisse' | null = null
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constructor() { super({ key: 'UI' }) }
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/**
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@@ -74,6 +86,7 @@ export class UIScene extends Phaser.Scene {
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this.createBuildModeIndicator()
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this.createFarmToolIndicator()
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this.createDebugPanel()
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this.createActionBar()
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const gameScene = this.scene.get('Game')
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gameScene.events.on('buildModeChanged', (a: boolean, b: BuildingType) => this.onBuildModeChanged(a, b))
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@@ -99,6 +112,7 @@ export class UIScene extends Phaser.Scene {
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this.nisseInfoGroup = this.add.group()
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this.settingsGroup = this.add.group()
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this.foresterPanelGroup = this.add.group()
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this.actionTrayGroup = this.add.group()
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gameScene.events.on('foresterHutClicked', (id: string) => this.openForesterPanel(id))
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gameScene.events.on('foresterZoneEditEnded', () => this.onForesterEditEnded())
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@@ -171,7 +185,7 @@ export class UIScene extends Phaser.Scene {
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/** Creates the centered hint text element near the bottom of the screen. */
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private createHintText(): void {
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this.hintText = this.add.text(this.scale.width / 2, this.scale.height - 40, '', {
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this.hintText = this.add.text(this.scale.width / 2, this.scale.height - UIScene.BAR_H - 24, '', {
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fontSize: '14px', color: '#ffff88', fontFamily: 'monospace',
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backgroundColor: '#00000099', padding: { x: 10, y: 5 },
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}).setOrigin(0.5).setScrollFactor(0).setDepth(100).setVisible(false)
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@@ -266,6 +280,10 @@ export class UIScene extends Phaser.Scene {
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this.villagerPanelVisible = false
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this.villagerPanelGroup?.destroy(true)
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this.scene.get('Game').events.emit('uiMenuClose')
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if (this.activeCategory === 'nisse') {
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this.activeCategory = null
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this.updateCategoryHighlights()
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}
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}
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/**
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@@ -525,6 +543,7 @@ export class UIScene extends Phaser.Scene {
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if (this.foresterPanelVisible) { this.closeForesterPanel(); return }
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if (this.contextMenuVisible) { this.hideContextMenu(); return }
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if (this.buildMenuVisible) { this.closeBuildMenu(); return }
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if (this.actionTrayVisible) { this.closeActionTray(); return }
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if (this.villagerPanelVisible) { this.closeVillagerPanel(); return }
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if (this.nisseInfoVisible) { this.closeNisseInfoPanel(); return }
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if (this.settingsVisible) { this.closeSettings(); return }
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@@ -1137,6 +1156,152 @@ export class UIScene extends Phaser.Scene {
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}
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}
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// ─── Action Bar ───────────────────────────────────────────────────────────
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/**
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* Creates the persistent bottom action bar with Build and Nisse category buttons.
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* The bar is always visible; individual button highlights change with the active category.
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*/
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private createActionBar(): void {
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const { width, height } = this.scale
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const barY = height - UIScene.BAR_H
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this.actionBarBg = this.add.rectangle(0, barY, width, UIScene.BAR_H, 0x080808, 0.92)
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.setOrigin(0, 0).setScrollFactor(0).setDepth(300)
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this.actionBuildBtn = this.add.rectangle(8, barY + 8, 88, 32, 0x1a3a1a, 0.9)
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.setOrigin(0, 0).setScrollFactor(0).setDepth(301).setInteractive()
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this.actionBuildBtn.on('pointerover', () => {
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if (this.activeCategory !== 'build') this.actionBuildBtn.setFillStyle(0x2a5a2a, 0.9)
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})
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this.actionBuildBtn.on('pointerout', () => {
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if (this.activeCategory !== 'build') this.actionBuildBtn.setFillStyle(0x1a3a1a, 0.9)
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})
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this.actionBuildBtn.on('pointerdown', () => this.toggleCategory('build'))
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this.actionBuildLabel = this.add.text(52, barY + UIScene.BAR_H / 2, '🔨 Build', {
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fontSize: '12px', color: '#cccccc', fontFamily: 'monospace',
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}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(302)
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this.actionNisseBtn = this.add.rectangle(104, barY + 8, 88, 32, 0x1a1a3a, 0.9)
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.setOrigin(0, 0).setScrollFactor(0).setDepth(301).setInteractive()
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this.actionNisseBtn.on('pointerover', () => {
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if (this.activeCategory !== 'nisse') this.actionNisseBtn.setFillStyle(0x2a2a5a, 0.9)
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})
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this.actionNisseBtn.on('pointerout', () => {
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if (this.activeCategory !== 'nisse') this.actionNisseBtn.setFillStyle(0x1a1a3a, 0.9)
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})
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this.actionNisseBtn.on('pointerdown', () => this.toggleCategory('nisse'))
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this.actionNisseLabel = this.add.text(148, barY + UIScene.BAR_H / 2, '👥 Nisse', {
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fontSize: '12px', color: '#cccccc', fontFamily: 'monospace',
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}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(302)
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}
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/**
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* Toggles the given action bar category on or off.
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* Selecting the active category deselects it; selecting a new one closes the previous.
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* @param cat - The category to toggle ('build' or 'nisse')
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*/
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private toggleCategory(cat: 'build' | 'nisse'): void {
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if (this.activeCategory === cat) {
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this.deactivateCategory()
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return
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}
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// Close whatever was open before
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if (this.activeCategory === 'build') this.closeActionTray()
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if (this.activeCategory === 'nisse' && this.villagerPanelVisible) this.closeVillagerPanel()
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this.activeCategory = cat
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this.updateCategoryHighlights()
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if (cat === 'build') {
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this.openActionTray()
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} else {
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this.openVillagerPanel()
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}
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}
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/**
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* Deactivates the currently active category, closing its associated panel or tray.
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*/
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private deactivateCategory(): void {
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if (this.activeCategory === 'build') this.closeActionTray()
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if (this.activeCategory === 'nisse' && this.villagerPanelVisible) this.closeVillagerPanel()
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this.activeCategory = null
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this.updateCategoryHighlights()
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}
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/**
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* Updates the visual highlight of the Build and Nisse buttons
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* to reflect the current active category.
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*/
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private updateCategoryHighlights(): void {
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this.actionBuildBtn.setFillStyle(this.activeCategory === 'build' ? 0x3d7a3d : 0x1a3a1a, 0.9)
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this.actionNisseBtn.setFillStyle(this.activeCategory === 'nisse' ? 0x3d3d7a : 0x1a1a3a, 0.9)
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}
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/**
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* Builds and shows the building tool tray above the action bar.
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* Each building is shown as a clickable tile with emoji and name.
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*/
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private openActionTray(): void {
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if (this.actionTrayVisible) return
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this.actionTrayVisible = true
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this.actionTrayGroup.destroy(true)
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this.actionTrayGroup = this.add.group()
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const { width, height } = this.scale
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const trayY = height - UIScene.BAR_H - UIScene.TRAY_H
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const bg = this.add.rectangle(0, trayY, width, UIScene.TRAY_H, 0x0d0d0d, 0.88)
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.setOrigin(0, 0).setScrollFactor(0).setDepth(300)
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this.actionTrayGroup.add(bg)
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const buildings: { kind: BuildingType; emoji: string; label: string }[] = [
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{ kind: 'floor', emoji: '🪵', label: 'Floor' },
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{ kind: 'wall', emoji: '🧱', label: 'Wall' },
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{ kind: 'chest', emoji: '📦', label: 'Chest' },
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{ kind: 'bed', emoji: '🛏', label: 'Bed' },
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{ kind: 'stockpile_zone', emoji: '📦', label: 'Stockpile' },
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{ kind: 'forester_hut', emoji: '🌲', label: 'Forester' },
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]
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const itemW = 84
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buildings.forEach((b, i) => {
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const bx = 8 + i * (itemW + 4)
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const btn = this.add.rectangle(bx, trayY + 4, itemW, UIScene.TRAY_H - 8, 0x1a2a1a, 0.9)
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.setOrigin(0, 0).setScrollFactor(0).setDepth(301).setInteractive()
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btn.on('pointerover', () => btn.setFillStyle(0x2d4a2d, 0.9))
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btn.on('pointerout', () => btn.setFillStyle(0x1a2a1a, 0.9))
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btn.on('pointerdown', () => {
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this.closeActionTray()
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this.deactivateCategory()
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this.scene.get('Game').events.emit('selectBuilding', b.kind)
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})
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this.actionTrayGroup.add(btn)
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this.actionTrayGroup.add(
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this.add.text(bx + itemW / 2, trayY + 18, b.emoji, { fontSize: '18px' })
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.setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(302)
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)
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this.actionTrayGroup.add(
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this.add.text(bx + itemW / 2, trayY + 44, b.label, {
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fontSize: '10px', color: '#cccccc', fontFamily: 'monospace',
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}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(302)
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)
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})
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}
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/**
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* Hides and destroys the building tool tray.
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*/
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private closeActionTray(): void {
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if (!this.actionTrayVisible) return
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this.actionTrayVisible = false
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this.actionTrayGroup.destroy(true)
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this.actionTrayGroup = this.add.group()
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}
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// ─── Resize ───────────────────────────────────────────────────────────────
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/**
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@@ -1157,8 +1322,16 @@ export class UIScene extends Phaser.Scene {
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}
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// Bottom elements
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this.hintText.setPosition(width / 2, height - 40)
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this.hintText.setPosition(width / 2, height - UIScene.BAR_H - 24)
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this.toastText.setPosition(width / 2, 60)
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// Action bar — reposition persistent elements
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this.actionBarBg.setPosition(0, height - UIScene.BAR_H).setSize(width, UIScene.BAR_H)
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this.actionBuildBtn.setPosition(8, height - UIScene.BAR_H + 8)
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this.actionBuildLabel.setPosition(48, height - UIScene.BAR_H + UIScene.BAR_H / 2)
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this.actionNisseBtn.setPosition(104, height - UIScene.BAR_H + 8)
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this.actionNisseLabel.setPosition(144, height - UIScene.BAR_H + UIScene.BAR_H / 2)
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if (this.actionTrayVisible) this.closeActionTray()
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// Close centered panels — their position is calculated on open, so they
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// would be off-center if left open during a resize
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if (this.buildMenuVisible) this.closeBuildMenu()
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@@ -32,7 +32,7 @@ export class BuildingSystem {
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create(): void {
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this.ghost = this.scene.add.rectangle(0, 0, TILE_SIZE, TILE_SIZE, 0x00FF00, 0.35)
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this.ghost.setDepth(20)
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this.ghost.setDepth(1000)
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this.ghost.setVisible(false)
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this.ghost.setStrokeStyle(2, 0x00FF00, 0.8)
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@@ -40,7 +40,7 @@ export class BuildingSystem {
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fontSize: '10px', color: '#ffffff', fontFamily: 'monospace',
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backgroundColor: '#000000aa', padding: { x: 3, y: 2 }
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})
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this.ghostLabel.setDepth(21)
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this.ghostLabel.setDepth(1001)
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this.ghostLabel.setVisible(false)
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this.ghostLabel.setOrigin(0.5, 1)
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@@ -47,10 +47,10 @@ export class ResourceSystem {
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sprite.setOrigin(0.5, 0.75)
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}
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sprite.setDepth(5)
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sprite.setDepth(node.tileY + 5)
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const healthBar = this.scene.add.graphics()
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healthBar.setDepth(6)
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healthBar.setDepth(node.tileY + 6)
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healthBar.setVisible(false)
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this.sprites.set(node.id, { sprite, node, healthBar })
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@@ -110,7 +110,7 @@ export class TreeSeedlingSystem {
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const key = `seedling_${Math.min(s.stage, 2)}`
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const sprite = this.scene.add.image(x, y, key)
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.setOrigin(0.5, 0.85)
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.setDepth(5)
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.setDepth(s.tileY + 5)
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this.sprites.set(s.id, sprite)
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}
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@@ -13,6 +13,9 @@ const ARRIVAL_PX = 3
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const WORK_LOG_MAX = 20
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/** Job-type → display icon mapping; defined once at module level to avoid per-frame allocation. */
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const JOB_ICONS: Record<string, string> = { chop: '🪓', mine: '⛏', farm: '🌾', forester: '🌲', '': '' }
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interface VillagerRuntime {
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sprite: Phaser.GameObjects.Image
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nameLabel: Phaser.GameObjects.Text
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@@ -118,15 +121,15 @@ export class VillagerSystem {
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case 'sleeping':this.tickSleeping(v, rt, delta); break
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}
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// Sync sprite to state position
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// Nisse always render above world objects
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rt.sprite.setPosition(v.x, v.y)
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rt.nameLabel.setPosition(v.x, v.y - 22)
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rt.energyBar.setPosition(0, 0)
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this.drawEnergyBar(rt.energyBar, v.x, v.y, v.energy)
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// Job icon
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const icons: Record<string, string> = { chop: '🪓', mine: '⛏', farm: '🌾', forester: '🌲', '': '' }
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const jobType = v.aiState === 'sleeping' ? '💤' : (v.job ? (icons[v.job.type] ?? '') : '')
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const jobType = v.aiState === 'sleeping' ? '💤' : (v.job ? (JOB_ICONS[v.job.type] ?? '') : '')
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rt.jobIcon.setText(jobType).setPosition(v.x + 10, v.y - 18)
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}
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@@ -376,20 +379,27 @@ export class VillagerSystem {
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const vTY = Math.floor(v.y / TILE_SIZE)
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const dist = (tx: number, ty: number) => Math.abs(tx - vTX) + Math.abs(ty - vTY)
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// Extract state collections once — avoids repeated Object.values() allocation per branch/loop.
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const resources = Object.values(state.world.resources)
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const buildings = Object.values(state.world.buildings)
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const crops = Object.values(state.world.crops)
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const seedlings = Object.values(state.world.treeSeedlings)
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const zones = Object.values(state.world.foresterZones)
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type C = { type: JobType; targetId: string; tileX: number; tileY: number; dist: number; pri: number }
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const candidates: C[] = []
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if (p.chop > 0) {
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// Build the set of all tiles belonging to forester zones for chop priority
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const zoneTiles = new Set<string>()
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for (const zone of Object.values(state.world.foresterZones)) {
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for (const zone of zones) {
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for (const key of zone.tiles) zoneTiles.add(key)
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}
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const zoneChop: C[] = []
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const naturalChop: C[] = []
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||||
for (const res of Object.values(state.world.resources)) {
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||||
for (const res of resources) {
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||||
if (res.kind !== 'tree' || this.claimed.has(res.id)) continue
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||||
// Skip trees with no reachable neighbour — A* cannot reach them.
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||||
if (!this.hasAdjacentPassable(res.tileX, res.tileY)) continue
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||||
@@ -405,7 +415,7 @@ export class VillagerSystem {
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||||
}
|
||||
|
||||
if (p.mine > 0) {
|
||||
for (const res of Object.values(state.world.resources)) {
|
||||
for (const res of resources) {
|
||||
if (res.kind !== 'rock' || this.claimed.has(res.id)) continue
|
||||
// Same reachability guard for rock tiles.
|
||||
if (!this.hasAdjacentPassable(res.tileX, res.tileY)) continue
|
||||
@@ -414,7 +424,7 @@ export class VillagerSystem {
|
||||
}
|
||||
|
||||
if (p.farm > 0) {
|
||||
for (const crop of Object.values(state.world.crops)) {
|
||||
for (const crop of crops) {
|
||||
if (crop.stage < crop.maxStage || this.claimed.has(crop.id)) continue
|
||||
candidates.push({ type: 'farm', targetId: crop.id, tileX: crop.tileX, tileY: crop.tileY, dist: dist(crop.tileX, crop.tileY), pri: p.farm })
|
||||
}
|
||||
@@ -422,7 +432,7 @@ export class VillagerSystem {
|
||||
|
||||
if (p.forester > 0 && (state.world.stockpile.tree_seed ?? 0) > 0) {
|
||||
// Find empty plantable zone tiles to seed
|
||||
for (const zone of Object.values(state.world.foresterZones)) {
|
||||
for (const zone of zones) {
|
||||
for (const key of zone.tiles) {
|
||||
const [tx, ty] = key.split(',').map(Number)
|
||||
const targetId = `forester_tile_${tx}_${ty}`
|
||||
@@ -430,12 +440,12 @@ export class VillagerSystem {
|
||||
// Skip if tile is not plantable
|
||||
const tileType = state.world.tiles[ty * WORLD_TILES + tx] as TileType
|
||||
if (!PLANTABLE_TILES.has(tileType)) continue
|
||||
// Skip if something occupies this tile
|
||||
// Skip if something occupies this tile — reuse already-extracted arrays
|
||||
const occupied =
|
||||
Object.values(state.world.resources).some(r => r.tileX === tx && r.tileY === ty) ||
|
||||
Object.values(state.world.buildings).some(b => b.tileX === tx && b.tileY === ty) ||
|
||||
Object.values(state.world.crops).some(c => c.tileX === tx && c.tileY === ty) ||
|
||||
Object.values(state.world.treeSeedlings).some(s => s.tileX === tx && s.tileY === ty)
|
||||
resources.some(r => r.tileX === tx && r.tileY === ty) ||
|
||||
buildings.some(b => b.tileX === tx && b.tileY === ty) ||
|
||||
crops.some(c => c.tileX === tx && c.tileY === ty) ||
|
||||
seedlings.some(s => s.tileX === tx && s.tileY === ty)
|
||||
if (occupied) continue
|
||||
candidates.push({ type: 'forester', targetId, tileX: tx, tileY: ty, dist: dist(tx, ty), pri: p.forester })
|
||||
}
|
||||
@@ -444,8 +454,9 @@ export class VillagerSystem {
|
||||
|
||||
if (candidates.length === 0) return null
|
||||
|
||||
// Lowest priority number wins; ties broken by distance
|
||||
const bestPri = Math.min(...candidates.map(c => c.pri))
|
||||
// Lowest priority number wins; ties broken by distance — avoid spread+map allocation
|
||||
let bestPri = candidates[0].pri
|
||||
for (let i = 1; i < candidates.length; i++) if (candidates[i].pri < bestPri) bestPri = candidates[i].pri
|
||||
return candidates
|
||||
.filter(c => c.pri === bestPri)
|
||||
.sort((a, b) => a.dist - b.dist)[0] ?? null
|
||||
@@ -569,16 +580,23 @@ 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)
|
||||
// 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, {
|
||||
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))
|
||||
@@ -667,6 +685,14 @@ 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.
|
||||
*/
|
||||
/**
|
||||
* Destroys all Nisse sprites and clears the runtime map.
|
||||
* Should be called when the scene shuts down.
|
||||
|
||||
@@ -172,6 +172,16 @@ export class WorldSystem {
|
||||
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.
|
||||
* @param worldX - World X in pixels
|
||||
|
||||
Reference in New Issue
Block a user