Compare commits
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feature/de
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0f411f0f34
| Author | SHA1 | Date | |
|---|---|---|---|
| 0f411f0f34 | |||
| fede13d64a | |||
| aefb67dba6 | |||
| faa4deb0bf | |||
| 9b6341fe46 |
35
.claude/settings.local.json
Normal file
35
.claude/settings.local.json
Normal file
@@ -0,0 +1,35 @@
|
||||
{
|
||||
"permissions": {
|
||||
"allow": [
|
||||
"Bash(curl:)",
|
||||
"Bash(curl -s \"https://git.zally.dev/api/v1/repos/tekki/nissefolk/issues/1\" -H \"Authorization: token de54ccf9eadd5950a6ea5fa264b6404acdecc732\")",
|
||||
"Bash(python3 -m json.tool)",
|
||||
"Bash(curl -s \"https://git.zally.dev/api/v1/repos/tekki/nissefolk/issues/1/timeline\" -H \"Authorization: token de54ccf9eadd5950a6ea5fa264b6404acdecc732\")",
|
||||
"Bash(curl:*)",
|
||||
"Bash(python3 -c \":*)",
|
||||
"Bash(git checkout:*)",
|
||||
"Bash(npx tsc:*)",
|
||||
"Bash(npm run:*)",
|
||||
"Bash(/usr/local/bin/npm run:*)",
|
||||
"Bash(/home/tekki/.nvm/versions/node/v24.14.0/bin/npm run:*)",
|
||||
"Bash(export PATH=\"/home/tekki/.nvm/versions/node/v24.14.0/bin:$PATH\")",
|
||||
"Bash(git add:*)",
|
||||
"Bash(git commit:*)",
|
||||
"Bash(git push:*)",
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||||
"Bash(python3 -c \"import sys,json; d=json.load\\(sys.stdin\\); print\\(d.get\\(''''html_url'''', d.get\\(''''message'''',''''''''\\)\\)\\)\")",
|
||||
"Bash(git pull:*)",
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||||
"Bash(for id:*)",
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||||
"Bash(do echo:*)",
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||||
"Bash(python3 -c \"import sys,json; d=json.load\\(sys.stdin\\); print\\(d.get\\(''''html_url'''',''''''''\\)\\)\")",
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"Bash(TOKEN=\"de54ccf9eadd5950a6ea5fa264b6404acdecc732\" BASE=\"https://git.zally.dev/api/v1/repos/tekki/nissefolk\" __NEW_LINE_2bc8ebfb809e4939__ for id in 5 6 7 9)",
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||||
"Bash(TOKEN=\"de54ccf9eadd5950a6ea5fa264b6404acdecc732\")",
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||||
"Bash(BASE=\"https://git.zally.dev/api/v1/repos/tekki/nissefolk\")",
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||||
"Bash(__NEW_LINE_5d5fe245d6f316dc__ for:*)",
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"Bash(do)",
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"Bash(done)",
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"Bash(python3 -c \"import sys,json; d=json.load\\(sys.stdin\\); print\\(d.get\\(''''html_url'''',''''''''\\), d.get\\(''''number'''',''''''''\\), d.get\\(''''message'''',''''''''\\)\\)\")",
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"Bash(git remote:*)",
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"Bash(python3 -c \"import sys,json; d=json.load\\(sys.stdin\\); print\\(d.get\\(''''login'''',''''''''\\), d.get\\(''''message'''',''''''''\\)\\)\")"
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]
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}
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}
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2
.gitignore
vendored
2
.gitignore
vendored
@@ -1,4 +1,2 @@
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node_modules/
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dist/
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game-test.log
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.claude/
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@@ -7,9 +7,6 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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## [Unreleased]
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### Added
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- **F3 Debug View**: toggleable overlay showing FPS, tile type and contents under the cursor, Nisse count by AI state, active jobs by type, and pathfinding visualization (cyan lines in world space)
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### Fixed
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- Nisse now clear the FOREST/ROCK tile after harvesting, opening paths to deeper resources
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- Nisse no longer get stuck idle after depositing items at the stockpile
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@@ -23,12 +20,8 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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- Villagers are now called **Nisse** throughout the UI (panel, controls hint, stockpile display, context menu, spawn message)
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### Added
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- Scroll wheel zooms toward the mouse cursor position (zoom-to-mouse), correctly accounting for Phaser's center-based zoom model
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- Scroll wheel now zooms toward the mouse cursor position instead of the screen center
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- Middle mouse button held: pan the camera by dragging
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- Test environment at `/test.html` with `ZoomTestScene` (Phaser default) and `ZoomMouseScene` (zoom-to-mouse) for camera behaviour analysis; file-logging via Vite middleware to `game-test.log`
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### Fixed
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- `getCenterWorld()` in `CameraSystem` returned wrong world coordinates at zoom ≠ 1; corrected from `scrollX + width/(2·zoom)` to `scrollX + width/2`
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- Right-click context menu: suppresses browser default, shows Build and Nisse actions in the game world
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- Initial project setup: Phaser 3 + TypeScript + Vite
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- Core scenes: `BootScene`, `GameScene`, `UIScene`
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11
CLAUDE.md
11
CLAUDE.md
@@ -1,16 +1,5 @@
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# CLAUDE.md — Game Project
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## ⚠️ Important: Session Start Location
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**Claude Code must be started from `~` (home directory), NOT from `~/game`.**
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If you are reading this and the working directory is `/home/tekki/game`, please let the user know:
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> "Heads up: you've started me from inside `~/game`. Please exit and restart from your home directory (`~`) so that `.claude/` settings and memory stay outside the repo."
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`.claude/` directories inside `~/game` are gitignored and must stay that way — no settings, tokens, or memory files belong in the project repo.
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---
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## Project Overview
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A browser-based top-down game built with **Phaser 3** and **TypeScript**, bundled via **Vite**.
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5
game-test.log
Normal file
5
game-test.log
Normal file
@@ -0,0 +1,5 @@
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{"t":1774091984264,"event":"snapshot","zoom":1,"scrollX":321,"scrollY":562,"vpScreen":{"w":958,"h":475},"vpWorld":{"w":958,"h":475},"vpTiles":{"w":29.938,"h":14.844},"centerWorld":{"x":800,"y":799.5},"mouse":{"screen":{"x":0,"y":0},"world":{"x":0,"y":0}}}
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{"t":1774091986280,"event":"snapshot","zoom":1,"scrollX":321,"scrollY":562,"vpScreen":{"w":958,"h":475},"vpWorld":{"w":958,"h":475},"vpTiles":{"w":29.938,"h":14.844},"centerWorld":{"x":800,"y":799.5},"mouse":{"screen":{"x":288,"y":400},"world":{"x":609,"y":961.5}}}
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{"t":1774091988280,"event":"snapshot","zoom":1,"scrollX":321,"scrollY":562,"vpScreen":{"w":958,"h":475},"vpWorld":{"w":958,"h":475},"vpTiles":{"w":29.938,"h":14.844},"centerWorld":{"x":800,"y":799.5},"mouse":{"screen":{"x":288,"y":400},"world":{"x":609,"y":961.5}}}
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{"t":1774091990281,"event":"snapshot","zoom":1,"scrollX":321,"scrollY":562,"vpScreen":{"w":958,"h":475},"vpWorld":{"w":958,"h":475},"vpTiles":{"w":29.938,"h":14.844},"centerWorld":{"x":800,"y":799.5},"mouse":{"screen":{"x":288,"y":400},"world":{"x":609,"y":961.5}}}
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{"t":1774091992281,"event":"snapshot","zoom":1,"scrollX":321,"scrollY":562,"vpScreen":{"w":958,"h":475},"vpWorld":{"w":958,"h":475},"vpTiles":{"w":29.938,"h":14.844},"centerWorld":{"x":800,"y":799.5},"mouse":{"screen":{"x":288,"y":400},"world":{"x":609,"y":961.5}}}
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@@ -9,7 +9,6 @@ import { ResourceSystem } from '../systems/ResourceSystem'
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import { BuildingSystem } from '../systems/BuildingSystem'
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import { FarmingSystem } from '../systems/FarmingSystem'
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import { VillagerSystem } from '../systems/VillagerSystem'
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import { DebugSystem } from '../systems/DebugSystem'
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||||
export class GameScene extends Phaser.Scene {
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private adapter!: LocalAdapter
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@@ -19,16 +18,11 @@ export class GameScene extends Phaser.Scene {
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private buildingSystem!: BuildingSystem
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private farmingSystem!: FarmingSystem
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villagerSystem!: VillagerSystem
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debugSystem!: DebugSystem
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private autosaveTimer = 0
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private menuOpen = false
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constructor() { super({ key: 'Game' }) }
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/**
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||||
* Initialises all game systems, wires up inter-system events,
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* launches the UI scene overlay, and starts the autosave timer.
|
||||
*/
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||||
create(): void {
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||||
this.adapter = new LocalAdapter()
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||||
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||||
@@ -39,7 +33,6 @@ export class GameScene extends Phaser.Scene {
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this.farmingSystem = new FarmingSystem(this, this.adapter)
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this.villagerSystem = new VillagerSystem(this, this.adapter, this.worldSystem)
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this.villagerSystem.init(this.resourceSystem, this.farmingSystem)
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this.debugSystem = new DebugSystem(this, this.villagerSystem, this.worldSystem)
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this.worldSystem.create()
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this.renderPersistentObjects()
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@@ -63,8 +56,6 @@ export class GameScene extends Phaser.Scene {
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||||
this.villagerSystem.create()
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||||
this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg)
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||||
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||||
this.debugSystem.create()
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||||
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||||
// Sync tile changes and building visuals through adapter
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||||
this.adapter.onAction = (action) => {
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||||
if (action.type === 'CHANGE_TILE') {
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||||
@@ -83,17 +74,10 @@ export class GameScene extends Phaser.Scene {
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||||
this.events.on('updatePriorities', (villagerId: string, priorities: { chop: number; mine: number; farm: number }) => {
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||||
this.adapter.send({ type: 'UPDATE_PRIORITIES', villagerId, priorities })
|
||||
})
|
||||
this.events.on('debugToggle', () => this.debugSystem.toggle())
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||||
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||||
this.autosaveTimer = AUTOSAVE_INTERVAL
|
||||
}
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||||
|
||||
/**
|
||||
* Main game loop: updates all systems and emits the cameraMoved event for the UI.
|
||||
* Skips system updates while a menu is open.
|
||||
* @param _time - Total elapsed time (unused)
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
update(_time: number, delta: number): void {
|
||||
if (this.menuOpen) return
|
||||
|
||||
@@ -102,7 +86,6 @@ export class GameScene extends Phaser.Scene {
|
||||
this.resourceSystem.update(delta)
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||||
this.farmingSystem.update(delta)
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||||
this.villagerSystem.update(delta)
|
||||
this.debugSystem.update()
|
||||
|
||||
this.events.emit('cameraMoved', this.cameraSystem.getCenterTile())
|
||||
this.buildingSystem.update()
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||||
@@ -136,7 +119,6 @@ export class GameScene extends Phaser.Scene {
|
||||
}
|
||||
}
|
||||
|
||||
/** Saves game state and destroys all systems cleanly on scene shutdown. */
|
||||
shutdown(): void {
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||||
stateManager.save()
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this.worldSystem.destroy()
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||||
|
||||
@@ -1,7 +1,6 @@
|
||||
import Phaser from 'phaser'
|
||||
import type { BuildingType, JobPriorities } from '../types'
|
||||
import type { FarmingTool } from '../systems/FarmingSystem'
|
||||
import type { DebugData } from '../systems/DebugSystem'
|
||||
import { stateManager } from '../StateManager'
|
||||
|
||||
const ITEM_ICONS: Record<string, string> = {
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||||
@@ -29,15 +28,9 @@ export class UIScene extends Phaser.Scene {
|
||||
private contextMenuVisible = false
|
||||
private inBuildMode = false
|
||||
private inFarmMode = false
|
||||
private debugPanelText!: Phaser.GameObjects.Text
|
||||
private debugActive = false
|
||||
|
||||
constructor() { super({ key: 'UI' }) }
|
||||
|
||||
/**
|
||||
* Creates all HUD elements, wires up game scene events, and registers
|
||||
* keyboard shortcuts (B, V, F3, ESC).
|
||||
*/
|
||||
create(): void {
|
||||
this.createStockpilePanel()
|
||||
this.createHintText()
|
||||
@@ -46,7 +39,6 @@ export class UIScene extends Phaser.Scene {
|
||||
this.createBuildModeIndicator()
|
||||
this.createFarmToolIndicator()
|
||||
this.createCoordsDisplay()
|
||||
this.createDebugPanel()
|
||||
|
||||
const gameScene = this.scene.get('Game')
|
||||
gameScene.events.on('buildModeChanged', (a: boolean, b: BuildingType) => this.onBuildModeChanged(a, b))
|
||||
@@ -59,8 +51,6 @@ export class UIScene extends Phaser.Scene {
|
||||
.on('down', () => gameScene.events.emit('uiRequestBuildMenu'))
|
||||
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.V)
|
||||
.on('down', () => this.toggleVillagerPanel())
|
||||
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.F3)
|
||||
.on('down', () => this.toggleDebugPanel())
|
||||
|
||||
this.scale.on('resize', () => this.repositionUI())
|
||||
|
||||
@@ -81,22 +71,14 @@ export class UIScene extends Phaser.Scene {
|
||||
.on('down', () => this.hideContextMenu())
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the stockpile display, toast fade timer, population count,
|
||||
* and the debug panel each frame.
|
||||
* @param _t - Total elapsed time (unused)
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
update(_t: number, delta: number): void {
|
||||
this.updateStockpile()
|
||||
this.updateToast(delta)
|
||||
this.updatePopText()
|
||||
if (this.debugActive) this.updateDebugPanel()
|
||||
}
|
||||
|
||||
// ─── Stockpile ────────────────────────────────────────────────────────────
|
||||
|
||||
/** Creates the stockpile panel in the top-right corner with item rows and population count. */
|
||||
private createStockpilePanel(): void {
|
||||
const x = this.scale.width - 178, y = 10
|
||||
this.stockpilePanel = this.add.rectangle(x, y, 168, 165, 0x000000, 0.72).setOrigin(0, 0).setScrollFactor(0).setDepth(100)
|
||||
@@ -109,7 +91,6 @@ export class UIScene extends Phaser.Scene {
|
||||
this.popText = this.add.text(x + 10, y + 145, '👥 Nisse: 0 / 0', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
|
||||
}
|
||||
|
||||
/** Refreshes all item quantities and colors in the stockpile panel. */
|
||||
private updateStockpile(): void {
|
||||
const sp = stateManager.getState().world.stockpile
|
||||
for (const [item, t] of this.stockpileTexts) {
|
||||
@@ -119,7 +100,6 @@ export class UIScene extends Phaser.Scene {
|
||||
}
|
||||
}
|
||||
|
||||
/** Updates the Nisse population / bed capacity counter. */
|
||||
private updatePopText(): void {
|
||||
const state = stateManager.getState()
|
||||
const beds = Object.values(state.world.buildings).filter(b => b.kind === 'bed').length
|
||||
@@ -129,7 +109,6 @@ export class UIScene extends Phaser.Scene {
|
||||
|
||||
// ─── Hint ─────────────────────────────────────────────────────────────────
|
||||
|
||||
/** Creates the centered hint text element near the bottom of the screen. */
|
||||
private createHintText(): void {
|
||||
this.hintText = this.add.text(this.scale.width / 2, this.scale.height - 40, '', {
|
||||
fontSize: '14px', color: '#ffff88', fontFamily: 'monospace',
|
||||
@@ -139,7 +118,6 @@ export class UIScene extends Phaser.Scene {
|
||||
|
||||
// ─── Toast ────────────────────────────────────────────────────────────────
|
||||
|
||||
/** Creates the toast notification text element (top center, initially hidden). */
|
||||
private createToast(): void {
|
||||
this.toastText = this.add.text(this.scale.width / 2, 60, '', {
|
||||
fontSize: '15px', color: '#88ff88', fontFamily: 'monospace',
|
||||
@@ -147,16 +125,8 @@ export class UIScene extends Phaser.Scene {
|
||||
}).setOrigin(0.5, 0).setScrollFactor(0).setDepth(102).setAlpha(0)
|
||||
}
|
||||
|
||||
/**
|
||||
* Displays a toast message for 2.2 seconds then fades it out.
|
||||
* @param msg - Message to display
|
||||
*/
|
||||
showToast(msg: string): void { this.toastText.setText(msg).setAlpha(1); this.toastTimer = 2200 }
|
||||
|
||||
/**
|
||||
* Counts down the toast timer and triggers the fade-out tween when it expires.
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
private updateToast(delta: number): void {
|
||||
if (this.toastTimer <= 0) return
|
||||
this.toastTimer -= delta
|
||||
@@ -165,7 +135,6 @@ export class UIScene extends Phaser.Scene {
|
||||
|
||||
// ─── Build Menu ───────────────────────────────────────────────────────────
|
||||
|
||||
/** Creates and hides the build menu with buttons for each available building type. */
|
||||
private createBuildMenu(): void {
|
||||
this.buildMenuGroup = this.add.group()
|
||||
const buildings: { kind: BuildingType; label: string; cost: string }[] = [
|
||||
@@ -193,18 +162,12 @@ export class UIScene extends Phaser.Scene {
|
||||
this.buildMenuGroup.setVisible(false)
|
||||
}
|
||||
|
||||
/** Toggles the build menu open or closed. */
|
||||
private toggleBuildMenu(): void { this.buildMenuVisible ? this.closeBuildMenu() : this.openBuildMenu() }
|
||||
|
||||
/** Opens the build menu and notifies GameScene that a menu is active. */
|
||||
private openBuildMenu(): void { this.buildMenuVisible = true; this.buildMenuGroup.setVisible(true); this.scene.get('Game').events.emit('uiMenuOpen') }
|
||||
|
||||
/** Closes the build menu and notifies GameScene that no menu is active. */
|
||||
private closeBuildMenu(): void { this.buildMenuVisible = false; this.buildMenuGroup.setVisible(false); this.scene.get('Game').events.emit('uiMenuClose') }
|
||||
|
||||
// ─── Villager Panel (V key) ───────────────────────────────────────────────
|
||||
|
||||
/** Toggles the Nisse management panel open or closed. */
|
||||
private toggleVillagerPanel(): void {
|
||||
if (this.villagerPanelVisible) {
|
||||
this.closeVillagerPanel()
|
||||
@@ -213,24 +176,18 @@ export class UIScene extends Phaser.Scene {
|
||||
}
|
||||
}
|
||||
|
||||
/** Opens the Nisse panel, builds its contents, and notifies GameScene. */
|
||||
private openVillagerPanel(): void {
|
||||
this.villagerPanelVisible = true
|
||||
this.buildVillagerPanel()
|
||||
this.scene.get('Game').events.emit('uiMenuOpen')
|
||||
}
|
||||
|
||||
/** Closes and destroys the Nisse panel and notifies GameScene. */
|
||||
private closeVillagerPanel(): void {
|
||||
this.villagerPanelVisible = false
|
||||
this.villagerPanelGroup?.destroy(true)
|
||||
this.scene.get('Game').events.emit('uiMenuClose')
|
||||
}
|
||||
|
||||
/**
|
||||
* Destroys and rebuilds the Nisse panel from current state.
|
||||
* Shows name, status, energy bar, and job priority buttons per Nisse.
|
||||
*/
|
||||
private buildVillagerPanel(): void {
|
||||
if (this.villagerPanelGroup) this.villagerPanelGroup.destroy(true)
|
||||
this.villagerPanelGroup = this.add.group()
|
||||
@@ -309,16 +266,9 @@ export class UIScene extends Phaser.Scene {
|
||||
|
||||
// ─── Build mode indicator ─────────────────────────────────────────────────
|
||||
|
||||
/** Creates the build-mode indicator text in the top-left corner (initially hidden). */
|
||||
private createBuildModeIndicator(): void {
|
||||
this.buildModeText = this.add.text(10, 10, '', { fontSize: '13px', color: '#ffff00', fontFamily: 'monospace', backgroundColor: '#00000099', padding: { x: 8, y: 4 } }).setScrollFactor(0).setDepth(100).setVisible(false)
|
||||
}
|
||||
|
||||
/**
|
||||
* Shows or hides the build-mode indicator based on whether build mode is active.
|
||||
* @param active - Whether build mode is currently active
|
||||
* @param building - The selected building type
|
||||
*/
|
||||
private onBuildModeChanged(active: boolean, building: BuildingType): void {
|
||||
this.inBuildMode = active
|
||||
this.buildModeText.setText(active ? `🏗 BUILD: ${building.toUpperCase()} [RMB/ESC cancel]` : '').setVisible(active)
|
||||
@@ -326,16 +276,9 @@ export class UIScene extends Phaser.Scene {
|
||||
|
||||
// ─── Farm tool indicator ──────────────────────────────────────────────────
|
||||
|
||||
/** Creates the farm-tool indicator text below the build-mode indicator (initially hidden). */
|
||||
private createFarmToolIndicator(): void {
|
||||
this.farmToolText = this.add.text(10, 44, '', { fontSize: '13px', color: '#aaffaa', fontFamily: 'monospace', backgroundColor: '#00000099', padding: { x: 8, y: 4 } }).setScrollFactor(0).setDepth(100).setVisible(false)
|
||||
}
|
||||
|
||||
/**
|
||||
* Shows or hides the farm-tool indicator and updates the active tool label.
|
||||
* @param tool - Currently selected farm tool
|
||||
* @param label - Human-readable label for the tool
|
||||
*/
|
||||
private onFarmToolChanged(tool: FarmingTool, label: string): void {
|
||||
this.inFarmMode = tool !== 'none'
|
||||
this.farmToolText.setText(tool === 'none' ? '' : `[F] Farm: ${label} [RMB cancel]`).setVisible(tool !== 'none')
|
||||
@@ -343,88 +286,16 @@ export class UIScene extends Phaser.Scene {
|
||||
|
||||
// ─── Coords + controls ────────────────────────────────────────────────────
|
||||
|
||||
/** Creates the tile-coordinate display and controls hint at the bottom-left. */
|
||||
private createCoordsDisplay(): void {
|
||||
this.coordsText = this.add.text(10, this.scale.height - 24, '', { fontSize: '11px', color: '#666666', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(100)
|
||||
this.controlsHintText = this.add.text(10, this.scale.height - 42, '[WASD] Pan [Scroll] Zoom [F] Farm [B] Build [V] Nisse [F3] Debug', {
|
||||
this.controlsHintText = this.add.text(10, this.scale.height - 42, '[WASD] Pan [Scroll] Zoom [F] Farm [B] Build [V] Nisse', {
|
||||
fontSize: '10px', color: '#444444', fontFamily: 'monospace', backgroundColor: '#00000066', padding: { x: 4, y: 2 }
|
||||
}).setScrollFactor(0).setDepth(100)
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the tile-coordinate display when the camera moves.
|
||||
* @param pos - Tile position of the camera center
|
||||
*/
|
||||
private onCameraMoved(pos: { tileX: number; tileY: number }): void {
|
||||
this.coordsText.setText(`Tile: ${pos.tileX}, ${pos.tileY}`)
|
||||
}
|
||||
|
||||
// ─── Debug Panel (F3) ─────────────────────────────────────────────────────
|
||||
|
||||
/** Creates the debug panel text object (initially hidden). */
|
||||
private createDebugPanel(): void {
|
||||
this.debugPanelText = this.add.text(10, 80, '', {
|
||||
fontSize: '12px',
|
||||
color: '#cccccc',
|
||||
backgroundColor: '#000000cc',
|
||||
padding: { x: 8, y: 6 },
|
||||
lineSpacing: 2,
|
||||
fontFamily: 'monospace',
|
||||
}).setScrollFactor(0).setDepth(150).setVisible(false)
|
||||
}
|
||||
|
||||
/** Toggles the debug panel and notifies GameScene to toggle the pathfinding overlay. */
|
||||
private toggleDebugPanel(): void {
|
||||
this.debugActive = !this.debugActive
|
||||
this.debugPanelText.setVisible(this.debugActive)
|
||||
this.scene.get('Game').events.emit('debugToggle')
|
||||
}
|
||||
|
||||
/**
|
||||
* Reads current debug data from DebugSystem and updates the panel text.
|
||||
* Called every frame while debug mode is active.
|
||||
*/
|
||||
private updateDebugPanel(): void {
|
||||
const gameScene = this.scene.get('Game') as any
|
||||
const debugSystem = gameScene.debugSystem
|
||||
if (!debugSystem?.isActive()) return
|
||||
|
||||
const ptr = this.input.activePointer
|
||||
const data = debugSystem.getDebugData(ptr) as DebugData
|
||||
|
||||
const resLine = data.resourcesOnTile.length > 0
|
||||
? data.resourcesOnTile.map(r => `${r.kind} (hp:${r.hp})`).join(', ')
|
||||
: '—'
|
||||
const bldLine = data.buildingsOnTile.length > 0 ? data.buildingsOnTile.join(', ') : '—'
|
||||
const cropLine = data.cropsOnTile.length > 0
|
||||
? data.cropsOnTile.map(c => `${c.kind} (${c.stage}/${c.maxStage})`).join(', ')
|
||||
: '—'
|
||||
const { idle, walking, working, sleeping } = data.nisseByState
|
||||
const { chop, mine, farm } = data.jobsByType
|
||||
|
||||
this.debugPanelText.setText([
|
||||
'── F3 DEBUG ──────────────────',
|
||||
`FPS: ${data.fps}`,
|
||||
'',
|
||||
`Mouse world: ${data.mouseWorld.x.toFixed(1)}, ${data.mouseWorld.y.toFixed(1)}`,
|
||||
`Mouse tile: ${data.mouseTile.tileX}, ${data.mouseTile.tileY}`,
|
||||
`Tile type: ${data.tileType}`,
|
||||
`Resources: ${resLine}`,
|
||||
`Buildings: ${bldLine}`,
|
||||
`Crops: ${cropLine}`,
|
||||
'',
|
||||
`Nisse: ${data.nisseTotal} total`,
|
||||
` idle: ${idle} walking: ${walking} working: ${working} sleeping: ${sleeping}`,
|
||||
'',
|
||||
`Jobs active:`,
|
||||
` chop: ${chop} mine: ${mine} farm: ${farm}`,
|
||||
'',
|
||||
`Paths: ${data.activePaths} (cyan lines in world)`,
|
||||
'',
|
||||
'[F3] close',
|
||||
])
|
||||
}
|
||||
|
||||
// ─── Context Menu ─────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
|
||||
@@ -1,164 +0,0 @@
|
||||
import Phaser from 'phaser'
|
||||
import { TILE_SIZE } from '../config'
|
||||
import { TileType } from '../types'
|
||||
import { stateManager } from '../StateManager'
|
||||
import type { VillagerSystem } from './VillagerSystem'
|
||||
import type { WorldSystem } from './WorldSystem'
|
||||
|
||||
/** All data collected each frame for the debug panel. */
|
||||
export interface DebugData {
|
||||
fps: number
|
||||
mouseWorld: { x: number; y: number }
|
||||
mouseTile: { tileX: number; tileY: number }
|
||||
tileType: string
|
||||
resourcesOnTile: Array<{ kind: string; hp: number }>
|
||||
buildingsOnTile: string[]
|
||||
cropsOnTile: Array<{ kind: string; stage: number; maxStage: number }>
|
||||
nisseTotal: number
|
||||
nisseByState: { idle: number; walking: number; working: number; sleeping: number }
|
||||
jobsByType: { chop: number; mine: number; farm: number }
|
||||
activePaths: number
|
||||
}
|
||||
|
||||
/** Human-readable names for TileType enum values. */
|
||||
const TILE_NAMES: Record<number, string> = {
|
||||
[TileType.DEEP_WATER]: 'DEEP_WATER',
|
||||
[TileType.SHALLOW_WATER]: 'SHALLOW_WATER',
|
||||
[TileType.SAND]: 'SAND',
|
||||
[TileType.GRASS]: 'GRASS',
|
||||
[TileType.DARK_GRASS]: 'DARK_GRASS',
|
||||
[TileType.FOREST]: 'FOREST',
|
||||
[TileType.ROCK]: 'ROCK',
|
||||
[TileType.FLOOR]: 'FLOOR',
|
||||
[TileType.WALL]: 'WALL',
|
||||
[TileType.TILLED_SOIL]: 'TILLED_SOIL',
|
||||
[TileType.WATERED_SOIL]: 'WATERED_SOIL',
|
||||
}
|
||||
|
||||
export class DebugSystem {
|
||||
private scene: Phaser.Scene
|
||||
private villagerSystem: VillagerSystem
|
||||
private worldSystem: WorldSystem
|
||||
private pathGraphics!: Phaser.GameObjects.Graphics
|
||||
private active = false
|
||||
|
||||
/**
|
||||
* @param scene - The Phaser scene this system belongs to
|
||||
* @param villagerSystem - Used to read active paths for visualization
|
||||
* @param worldSystem - Used to read tile types under the mouse
|
||||
*/
|
||||
constructor(scene: Phaser.Scene, villagerSystem: VillagerSystem, worldSystem: WorldSystem) {
|
||||
this.scene = scene
|
||||
this.villagerSystem = villagerSystem
|
||||
this.worldSystem = worldSystem
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates the world-space Graphics object used for pathfinding visualization.
|
||||
* Starts hidden until toggled on.
|
||||
*/
|
||||
create(): void {
|
||||
this.pathGraphics = this.scene.add.graphics().setDepth(50)
|
||||
this.pathGraphics.setVisible(false)
|
||||
}
|
||||
|
||||
/**
|
||||
* Toggles debug mode on or off.
|
||||
* Shows or hides the pathfinding overlay graphics accordingly.
|
||||
*/
|
||||
toggle(): void {
|
||||
this.active = !this.active
|
||||
this.pathGraphics.setVisible(this.active)
|
||||
if (!this.active) this.pathGraphics.clear()
|
||||
}
|
||||
|
||||
/** Returns whether debug mode is currently active. */
|
||||
isActive(): boolean {
|
||||
return this.active
|
||||
}
|
||||
|
||||
/**
|
||||
* Redraws pathfinding lines for all currently walking Nisse.
|
||||
* Should be called every frame while debug mode is active.
|
||||
*/
|
||||
update(): void {
|
||||
if (!this.active) return
|
||||
this.pathGraphics.clear()
|
||||
|
||||
const paths = this.villagerSystem.getActivePaths()
|
||||
this.pathGraphics.lineStyle(1, 0x00ffff, 0.65)
|
||||
|
||||
for (const entry of paths) {
|
||||
if (entry.path.length === 0) continue
|
||||
this.pathGraphics.beginPath()
|
||||
this.pathGraphics.moveTo(entry.x, entry.y)
|
||||
for (const step of entry.path) {
|
||||
this.pathGraphics.lineTo(
|
||||
(step.tileX + 0.5) * TILE_SIZE,
|
||||
(step.tileY + 0.5) * TILE_SIZE,
|
||||
)
|
||||
}
|
||||
this.pathGraphics.strokePath()
|
||||
|
||||
// Mark the destination tile
|
||||
const last = entry.path[entry.path.length - 1]
|
||||
this.pathGraphics.fillStyle(0x00ffff, 0.4)
|
||||
this.pathGraphics.fillRect(
|
||||
last.tileX * TILE_SIZE,
|
||||
last.tileY * TILE_SIZE,
|
||||
TILE_SIZE,
|
||||
TILE_SIZE,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Collects and returns all debug data for the current frame.
|
||||
* Called by UIScene to populate the debug panel.
|
||||
* @param ptr - The active pointer, used to resolve world position
|
||||
* @returns Snapshot of game state for display
|
||||
*/
|
||||
getDebugData(ptr: Phaser.Input.Pointer): DebugData {
|
||||
const state = stateManager.getState()
|
||||
const villagers = Object.values(state.world.villagers)
|
||||
const tileX = Math.floor(ptr.worldX / TILE_SIZE)
|
||||
const tileY = Math.floor(ptr.worldY / TILE_SIZE)
|
||||
const tileType = this.worldSystem.getTileType(tileX, tileY)
|
||||
|
||||
const nisseByState = { idle: 0, walking: 0, working: 0, sleeping: 0 }
|
||||
const jobsByType = { chop: 0, mine: 0, farm: 0 }
|
||||
|
||||
for (const v of villagers) {
|
||||
nisseByState[v.aiState as keyof typeof nisseByState]++
|
||||
if (v.job && (v.aiState === 'working' || v.aiState === 'walking')) {
|
||||
jobsByType[v.job.type as keyof typeof jobsByType]++
|
||||
}
|
||||
}
|
||||
|
||||
const resourcesOnTile = Object.values(state.world.resources)
|
||||
.filter(r => r.tileX === tileX && r.tileY === tileY)
|
||||
.map(r => ({ kind: r.kind, hp: r.hp }))
|
||||
|
||||
const buildingsOnTile = Object.values(state.world.buildings)
|
||||
.filter(b => b.tileX === tileX && b.tileY === tileY)
|
||||
.map(b => b.kind)
|
||||
|
||||
const cropsOnTile = Object.values(state.world.crops)
|
||||
.filter(c => c.tileX === tileX && c.tileY === tileY)
|
||||
.map(c => ({ kind: c.kind, stage: c.stage, maxStage: c.maxStage }))
|
||||
|
||||
return {
|
||||
fps: Math.round(this.scene.game.loop.actualFps),
|
||||
mouseWorld: { x: ptr.worldX, y: ptr.worldY },
|
||||
mouseTile: { tileX, tileY },
|
||||
tileType: TILE_NAMES[tileType] ?? `UNKNOWN(${tileType})`,
|
||||
resourcesOnTile,
|
||||
buildingsOnTile,
|
||||
cropsOnTile,
|
||||
nisseTotal: villagers.length,
|
||||
nisseByState,
|
||||
jobsByType,
|
||||
activePaths: this.villagerSystem.getActivePaths().length,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -36,32 +36,18 @@ export class VillagerSystem {
|
||||
|
||||
onMessage?: (msg: string) => void
|
||||
|
||||
/**
|
||||
* @param scene - The Phaser scene this system belongs to
|
||||
* @param adapter - Network adapter for dispatching state actions
|
||||
* @param worldSystem - Used for passability checks during pathfinding
|
||||
*/
|
||||
constructor(scene: Phaser.Scene, adapter: LocalAdapter, worldSystem: WorldSystem) {
|
||||
this.scene = scene
|
||||
this.adapter = adapter
|
||||
this.worldSystem = worldSystem
|
||||
}
|
||||
|
||||
/**
|
||||
* Wires in sibling systems that are not available at construction time.
|
||||
* Must be called before create().
|
||||
* @param resourceSystem - Used to remove harvested resource sprites
|
||||
* @param farmingSystem - Used to remove harvested crop sprites
|
||||
*/
|
||||
/** Wire in sibling systems after construction */
|
||||
init(resourceSystem: ResourceSystem, farmingSystem: FarmingSystem): void {
|
||||
this.resourceSystem = resourceSystem
|
||||
this.farmingSystem = farmingSystem
|
||||
}
|
||||
|
||||
/**
|
||||
* Spawns sprites for all Nisse that exist in the saved state
|
||||
* and re-claims any active job targets.
|
||||
*/
|
||||
create(): void {
|
||||
const state = stateManager.getState()
|
||||
for (const v of Object.values(state.world.villagers)) {
|
||||
@@ -71,10 +57,6 @@ export class VillagerSystem {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Advances the spawn timer and ticks every Nisse's AI.
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
update(delta: number): void {
|
||||
this.spawnTimer += delta
|
||||
if (this.spawnTimer >= VILLAGER_SPAWN_INTERVAL) {
|
||||
@@ -90,12 +72,6 @@ export class VillagerSystem {
|
||||
|
||||
// ─── Per-villager tick ────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Dispatches the correct AI tick method based on the villager's current state,
|
||||
* then syncs the sprite, name label, energy bar, and job icon to the state.
|
||||
* @param v - Villager state from the store
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
private tickVillager(v: VillagerState, delta: number): void {
|
||||
const rt = this.runtime.get(v.id)
|
||||
if (!rt) return
|
||||
@@ -121,14 +97,6 @@ export class VillagerSystem {
|
||||
|
||||
// ─── IDLE ─────────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Handles the idle AI state: hauls items to stockpile if carrying any,
|
||||
* seeks a bed if energy is low, otherwise picks the next job and begins walking.
|
||||
* Applies a cooldown before scanning again if no job is found.
|
||||
* @param v - Villager state
|
||||
* @param rt - Villager runtime (sprites, path, timers)
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
private tickIdle(v: VillagerState, rt: VillagerRuntime, delta: number): void {
|
||||
// Decrement scan timer if cooling down
|
||||
if (rt.idleScanTimer > 0) {
|
||||
@@ -165,14 +133,6 @@ export class VillagerSystem {
|
||||
|
||||
// ─── WALKING ──────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Advances the Nisse along its path toward the current destination.
|
||||
* Calls onArrived when the path is exhausted.
|
||||
* Drains energy slowly while walking.
|
||||
* @param v - Villager state
|
||||
* @param rt - Villager runtime
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
private tickWalking(v: VillagerState, rt: VillagerRuntime, delta: number): void {
|
||||
if (rt.path.length === 0) {
|
||||
this.onArrived(v, rt)
|
||||
@@ -201,12 +161,6 @@ export class VillagerSystem {
|
||||
;(v as { energy: number }).energy = Math.max(0, v.energy - delta * 0.0015)
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when a Nisse reaches its destination tile.
|
||||
* Transitions to the appropriate next AI state based on destination type.
|
||||
* @param v - Villager state
|
||||
* @param rt - Villager runtime
|
||||
*/
|
||||
private onArrived(v: VillagerState, rt: VillagerRuntime): void {
|
||||
switch (rt.destination) {
|
||||
case 'job':
|
||||
@@ -232,14 +186,6 @@ export class VillagerSystem {
|
||||
|
||||
// ─── WORKING ──────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Counts down the work timer and performs the harvest action on completion.
|
||||
* Handles chop, mine, and farm job types.
|
||||
* Returns the Nisse to idle when done.
|
||||
* @param v - Villager state
|
||||
* @param rt - Villager runtime
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
private tickWorking(v: VillagerState, rt: VillagerRuntime, delta: number): void {
|
||||
rt.workTimer -= delta
|
||||
// Wobble while working
|
||||
@@ -291,12 +237,6 @@ export class VillagerSystem {
|
||||
|
||||
// ─── SLEEPING ─────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Restores energy while sleeping. Returns to idle once energy is full.
|
||||
* @param v - Villager state
|
||||
* @param rt - Villager runtime
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
private tickSleeping(v: VillagerState, rt: VillagerRuntime, delta: number): void {
|
||||
;(v as { energy: number }).energy = Math.min(100, v.energy + delta * 0.04)
|
||||
// Gentle bob while sleeping
|
||||
@@ -309,13 +249,6 @@ export class VillagerSystem {
|
||||
|
||||
// ─── Job picking (RimWorld-style priority) ────────────────────────────────
|
||||
|
||||
/**
|
||||
* Selects the best available job for a Nisse based on their priority settings.
|
||||
* Among jobs at the same priority level, the closest one wins.
|
||||
* Returns null if no unclaimed job is available.
|
||||
* @param v - Villager state (used for position and priorities)
|
||||
* @returns The chosen job candidate, or null
|
||||
*/
|
||||
private pickJob(v: VillagerState): { type: JobType; targetId: string; tileX: number; tileY: number } | null {
|
||||
const state = stateManager.getState()
|
||||
const p = v.priorities
|
||||
@@ -356,15 +289,6 @@ export class VillagerSystem {
|
||||
|
||||
// ─── Pathfinding ──────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Computes a path from the Nisse's current tile to the target tile and
|
||||
* begins walking. If no path is found, the job is cleared and a cooldown applied.
|
||||
* @param v - Villager state
|
||||
* @param rt - Villager runtime
|
||||
* @param tileX - Target tile X
|
||||
* @param tileY - Target tile Y
|
||||
* @param dest - Semantic destination type (used by onArrived)
|
||||
*/
|
||||
private beginWalk(v: VillagerState, rt: VillagerRuntime, tileX: number, tileY: number, dest: VillagerRuntime['destination']): void {
|
||||
const sx = Math.floor(v.x / TILE_SIZE)
|
||||
const sy = Math.floor(v.y / TILE_SIZE)
|
||||
@@ -386,11 +310,6 @@ export class VillagerSystem {
|
||||
|
||||
// ─── Building finders ─────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Returns the nearest building of the given kind to the Nisse, or null if none exist.
|
||||
* @param v - Villager state (used as reference position)
|
||||
* @param kind - Building kind to search for
|
||||
*/
|
||||
private nearestBuilding(v: VillagerState, kind: string): { tileX: number; tileY: number } | null {
|
||||
const state = stateManager.getState()
|
||||
const hits = Object.values(state.world.buildings).filter(b => b.kind === kind)
|
||||
@@ -400,11 +319,6 @@ export class VillagerSystem {
|
||||
return hits.sort((a, b) => Math.hypot(a.tileX - vx, a.tileY - vy) - Math.hypot(b.tileX - vx, b.tileY - vy))[0]
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the Nisse's assigned bed if it still exists, otherwise the nearest bed.
|
||||
* Returns null if no beds are placed.
|
||||
* @param v - Villager state
|
||||
*/
|
||||
private findBed(v: VillagerState): { id: string; tileX: number; tileY: number } | null {
|
||||
const state = stateManager.getState()
|
||||
// Prefer assigned bed
|
||||
@@ -414,10 +328,6 @@ export class VillagerSystem {
|
||||
|
||||
// ─── Spawning ─────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Attempts to spawn a new Nisse if a free bed is available and the
|
||||
* current population is below the bed count.
|
||||
*/
|
||||
private trySpawn(): void {
|
||||
const state = stateManager.getState()
|
||||
const beds = Object.values(state.world.buildings).filter(b => b.kind === 'bed')
|
||||
@@ -451,11 +361,6 @@ export class VillagerSystem {
|
||||
|
||||
// ─── Sprite management ────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Creates and registers all runtime objects (sprite, 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)
|
||||
|
||||
@@ -470,14 +375,6 @@ export class VillagerSystem {
|
||||
this.runtime.set(v.id, { sprite, nameLabel, energyBar, jobIcon, path: [], destination: null, workTimer: 0, idleScanTimer: 0 })
|
||||
}
|
||||
|
||||
/**
|
||||
* Redraws the energy bar graphic for a Nisse at the given world position.
|
||||
* Color transitions green → orange → red as energy decreases.
|
||||
* @param g - Graphics object to draw into
|
||||
* @param x - World X center of the Nisse
|
||||
* @param y - World Y center of the Nisse
|
||||
* @param energy - Current energy value (0–100)
|
||||
*/
|
||||
private drawEnergyBar(g: Phaser.GameObjects.Graphics, x: number, y: number, energy: number): void {
|
||||
const W = 20, H = 3
|
||||
g.clear()
|
||||
@@ -488,12 +385,6 @@ export class VillagerSystem {
|
||||
|
||||
// ─── Public API ───────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Returns a short human-readable status string for the given Nisse,
|
||||
* suitable for display in UI panels.
|
||||
* @param villagerId - The Nisse's ID
|
||||
* @returns Status string, or '—' if the Nisse is not found
|
||||
*/
|
||||
getStatusText(villagerId: string): string {
|
||||
const v = stateManager.getState().world.villagers[villagerId]
|
||||
if (!v) return '—'
|
||||
@@ -506,28 +397,6 @@ export class VillagerSystem {
|
||||
return '💭 Idle'
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the current world position and remaining path for every Nisse
|
||||
* that is currently in the 'walking' state. Used by DebugSystem for
|
||||
* pathfinding visualization.
|
||||
* @returns Array of path entries, one per walking Nisse
|
||||
*/
|
||||
getActivePaths(): Array<{ x: number; y: number; path: Array<{ tileX: number; tileY: number }> }> {
|
||||
const state = stateManager.getState()
|
||||
const result: Array<{ x: number; y: number; path: Array<{ tileX: number; tileY: number }> }> = []
|
||||
for (const v of Object.values(state.world.villagers)) {
|
||||
if (v.aiState !== 'walking') continue
|
||||
const rt = this.runtime.get(v.id)
|
||||
if (!rt) continue
|
||||
result.push({ x: v.x, y: v.y, path: [...rt.path] })
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
/**
|
||||
* 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()
|
||||
|
||||
@@ -22,15 +22,10 @@ export class WorldSystem {
|
||||
private bgImage!: Phaser.GameObjects.Image
|
||||
private builtLayer!: Phaser.Tilemaps.TilemapLayer
|
||||
|
||||
/** @param scene - The Phaser scene this system belongs to */
|
||||
constructor(scene: Phaser.Scene) {
|
||||
this.scene = scene
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates the terrain background canvas from saved tile data,
|
||||
* creates the built-tile tilemap layer, and sets camera bounds.
|
||||
*/
|
||||
create(): void {
|
||||
const state = stateManager.getState()
|
||||
|
||||
@@ -86,18 +81,10 @@ export class WorldSystem {
|
||||
this.scene.cameras.main.setBounds(0, 0, WORLD_TILES * TILE_SIZE, WORLD_TILES * TILE_SIZE)
|
||||
}
|
||||
|
||||
/** Returns the built-tile tilemap layer (floor, wall, soil). */
|
||||
getLayer(): Phaser.Tilemaps.TilemapLayer {
|
||||
return this.builtLayer
|
||||
}
|
||||
|
||||
/**
|
||||
* Places or removes a tile on the built layer.
|
||||
* Built tile types are added; natural types remove the built-layer entry.
|
||||
* @param tileX - Tile column
|
||||
* @param tileY - Tile row
|
||||
* @param type - New tile type to apply
|
||||
*/
|
||||
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)) {
|
||||
@@ -108,12 +95,6 @@ export class WorldSystem {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns whether the tile at the given coordinates can be walked on.
|
||||
* Out-of-bounds tiles are treated as impassable.
|
||||
* @param tileX - Tile column
|
||||
* @param tileY - Tile row
|
||||
*/
|
||||
isPassable(tileX: number, tileY: number): boolean {
|
||||
if (tileX < 0 || tileY < 0 || tileX >= WORLD_TILES || tileY >= WORLD_TILES) return false
|
||||
const state = stateManager.getState()
|
||||
@@ -121,12 +102,6 @@ export class WorldSystem {
|
||||
return !IMPASSABLE.has(tile)
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts world pixel coordinates to tile coordinates.
|
||||
* @param worldX - World X in pixels
|
||||
* @param worldY - World Y in pixels
|
||||
* @returns Integer tile position
|
||||
*/
|
||||
worldToTile(worldX: number, worldY: number): { tileX: number; tileY: number } {
|
||||
return {
|
||||
tileX: Math.floor(worldX / TILE_SIZE),
|
||||
@@ -134,12 +109,6 @@ export class WorldSystem {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts tile coordinates to the world pixel center of that tile.
|
||||
* @param tileX - Tile column
|
||||
* @param tileY - Tile row
|
||||
* @returns World pixel center position
|
||||
*/
|
||||
tileToWorld(tileX: number, tileY: number): { x: number; y: number } {
|
||||
return {
|
||||
x: tileX * TILE_SIZE + TILE_SIZE / 2,
|
||||
@@ -147,17 +116,11 @@ export class WorldSystem {
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the tile type at the given tile coordinates from saved state.
|
||||
* @param tileX - Tile column
|
||||
* @param tileY - Tile row
|
||||
*/
|
||||
getTileType(tileX: number, tileY: number): TileType {
|
||||
const state = stateManager.getState()
|
||||
return state.world.tiles[tileY * WORLD_TILES + tileX] as TileType
|
||||
}
|
||||
|
||||
/** Destroys the tilemap and background image. */
|
||||
destroy(): void {
|
||||
this.map.destroy()
|
||||
this.bgImage.destroy()
|
||||
|
||||
Reference in New Issue
Block a user