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23 Commits
feature/re
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35
.claude/settings.local.json
Normal file
35
.claude/settings.local.json
Normal file
@@ -0,0 +1,35 @@
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|||||||
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{
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||||||
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"permissions": {
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||||||
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"allow": [
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||||||
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"Bash(curl:)",
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"Bash(curl -s \"https://git.zally.dev/api/v1/repos/tekki/nissefolk/issues/1\" -H \"Authorization: token de54ccf9eadd5950a6ea5fa264b6404acdecc732\")",
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"Bash(python3 -m json.tool)",
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"Bash(curl -s \"https://git.zally.dev/api/v1/repos/tekki/nissefolk/issues/1/timeline\" -H \"Authorization: token de54ccf9eadd5950a6ea5fa264b6404acdecc732\")",
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"Bash(curl:*)",
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"Bash(python3 -c \":*)",
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"Bash(git checkout:*)",
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"Bash(npx tsc:*)",
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"Bash(npm run:*)",
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"Bash(/usr/local/bin/npm run:*)",
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"Bash(/home/tekki/.nvm/versions/node/v24.14.0/bin/npm run:*)",
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"Bash(export PATH=\"/home/tekki/.nvm/versions/node/v24.14.0/bin:$PATH\")",
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"Bash(git add:*)",
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"Bash(git commit:*)",
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"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'''',''''''''\\)\\)\\)\")",
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"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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@@ -7,6 +7,9 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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## [Unreleased]
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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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### Fixed
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- Nisse now clear the FOREST/ROCK tile after harvesting, opening paths to deeper resources
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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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- Nisse no longer get stuck idle after depositing items at the stockpile
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@@ -20,6 +23,12 @@ 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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- 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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### 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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- 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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- 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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- Initial project setup: Phaser 3 + TypeScript + Vite
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- Core scenes: `BootScene`, `GameScene`, `UIScene`
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- Core scenes: `BootScene`, `GameScene`, `UIScene`
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5
game-test.log
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5
game-test.log
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@@ -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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@@ -9,6 +9,7 @@ import { ResourceSystem } from '../systems/ResourceSystem'
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import { BuildingSystem } from '../systems/BuildingSystem'
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import { BuildingSystem } from '../systems/BuildingSystem'
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import { FarmingSystem } from '../systems/FarmingSystem'
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import { FarmingSystem } from '../systems/FarmingSystem'
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import { VillagerSystem } from '../systems/VillagerSystem'
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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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export class GameScene extends Phaser.Scene {
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private adapter!: LocalAdapter
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private adapter!: LocalAdapter
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@@ -18,11 +19,16 @@ export class GameScene extends Phaser.Scene {
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private buildingSystem!: BuildingSystem
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private buildingSystem!: BuildingSystem
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private farmingSystem!: FarmingSystem
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private farmingSystem!: FarmingSystem
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villagerSystem!: VillagerSystem
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villagerSystem!: VillagerSystem
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debugSystem!: DebugSystem
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private autosaveTimer = 0
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private autosaveTimer = 0
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private menuOpen = false
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private menuOpen = false
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constructor() { super({ key: 'Game' }) }
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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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*/
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create(): void {
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create(): void {
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this.adapter = new LocalAdapter()
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this.adapter = new LocalAdapter()
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@@ -33,6 +39,7 @@ export class GameScene extends Phaser.Scene {
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this.farmingSystem = new FarmingSystem(this, this.adapter)
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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 = new VillagerSystem(this, this.adapter, this.worldSystem)
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this.villagerSystem.init(this.resourceSystem, this.farmingSystem)
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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.worldSystem.create()
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this.renderPersistentObjects()
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this.renderPersistentObjects()
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@@ -56,6 +63,8 @@ export class GameScene extends Phaser.Scene {
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this.villagerSystem.create()
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this.villagerSystem.create()
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this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg)
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this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg)
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this.debugSystem.create()
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// Sync tile changes and building visuals through adapter
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// Sync tile changes and building visuals through adapter
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this.adapter.onAction = (action) => {
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this.adapter.onAction = (action) => {
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if (action.type === 'CHANGE_TILE') {
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if (action.type === 'CHANGE_TILE') {
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@@ -74,10 +83,17 @@ 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.events.on('updatePriorities', (villagerId: string, priorities: { chop: number; mine: number; farm: number }) => {
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this.adapter.send({ type: 'UPDATE_PRIORITIES', villagerId, priorities })
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this.adapter.send({ type: 'UPDATE_PRIORITIES', villagerId, priorities })
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})
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})
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this.events.on('debugToggle', () => this.debugSystem.toggle())
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this.autosaveTimer = AUTOSAVE_INTERVAL
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this.autosaveTimer = AUTOSAVE_INTERVAL
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}
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}
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/**
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* Main game loop: updates all systems and emits the cameraMoved event for the UI.
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* Skips system updates while a menu is open.
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* @param _time - Total elapsed time (unused)
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* @param delta - Frame delta in milliseconds
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*/
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update(_time: number, delta: number): void {
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update(_time: number, delta: number): void {
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if (this.menuOpen) return
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if (this.menuOpen) return
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@@ -86,6 +102,7 @@ export class GameScene extends Phaser.Scene {
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this.resourceSystem.update(delta)
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this.resourceSystem.update(delta)
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this.farmingSystem.update(delta)
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this.farmingSystem.update(delta)
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this.villagerSystem.update(delta)
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this.villagerSystem.update(delta)
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this.debugSystem.update()
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this.events.emit('cameraMoved', this.cameraSystem.getCenterTile())
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this.events.emit('cameraMoved', this.cameraSystem.getCenterTile())
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this.buildingSystem.update()
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this.buildingSystem.update()
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@@ -119,6 +136,7 @@ export class GameScene extends Phaser.Scene {
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}
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}
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}
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}
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/** Saves game state and destroys all systems cleanly on scene shutdown. */
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shutdown(): void {
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shutdown(): void {
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stateManager.save()
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stateManager.save()
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this.worldSystem.destroy()
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this.worldSystem.destroy()
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@@ -1,6 +1,7 @@
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import Phaser from 'phaser'
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import Phaser from 'phaser'
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import type { BuildingType, JobPriorities } from '../types'
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import type { BuildingType, JobPriorities } from '../types'
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import type { FarmingTool } from '../systems/FarmingSystem'
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import type { FarmingTool } from '../systems/FarmingSystem'
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import type { DebugData } from '../systems/DebugSystem'
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import { stateManager } from '../StateManager'
|
import { stateManager } from '../StateManager'
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const ITEM_ICONS: Record<string, string> = {
|
const ITEM_ICONS: Record<string, string> = {
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@@ -28,9 +29,15 @@ export class UIScene extends Phaser.Scene {
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private contextMenuVisible = false
|
private contextMenuVisible = false
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private inBuildMode = false
|
private inBuildMode = false
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private inFarmMode = false
|
private inFarmMode = false
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private debugPanelText!: Phaser.GameObjects.Text
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private debugActive = false
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constructor() { super({ key: 'UI' }) }
|
constructor() { super({ key: 'UI' }) }
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/**
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* Creates all HUD elements, wires up game scene events, and registers
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* keyboard shortcuts (B, V, F3, ESC).
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*/
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create(): void {
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create(): void {
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this.createStockpilePanel()
|
this.createStockpilePanel()
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this.createHintText()
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this.createHintText()
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@@ -39,6 +46,7 @@ export class UIScene extends Phaser.Scene {
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this.createBuildModeIndicator()
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this.createBuildModeIndicator()
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this.createFarmToolIndicator()
|
this.createFarmToolIndicator()
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this.createCoordsDisplay()
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this.createCoordsDisplay()
|
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|
this.createDebugPanel()
|
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|
|
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const gameScene = this.scene.get('Game')
|
const gameScene = this.scene.get('Game')
|
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gameScene.events.on('buildModeChanged', (a: boolean, b: BuildingType) => this.onBuildModeChanged(a, b))
|
gameScene.events.on('buildModeChanged', (a: boolean, b: BuildingType) => this.onBuildModeChanged(a, b))
|
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@@ -51,6 +59,8 @@ export class UIScene extends Phaser.Scene {
|
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.on('down', () => gameScene.events.emit('uiRequestBuildMenu'))
|
.on('down', () => gameScene.events.emit('uiRequestBuildMenu'))
|
||||||
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.V)
|
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.V)
|
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.on('down', () => this.toggleVillagerPanel())
|
.on('down', () => this.toggleVillagerPanel())
|
||||||
|
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.F3)
|
||||||
|
.on('down', () => this.toggleDebugPanel())
|
||||||
|
|
||||||
this.scale.on('resize', () => this.repositionUI())
|
this.scale.on('resize', () => this.repositionUI())
|
||||||
|
|
||||||
@@ -71,14 +81,22 @@ export class UIScene extends Phaser.Scene {
|
|||||||
.on('down', () => this.hideContextMenu())
|
.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 {
|
update(_t: number, delta: number): void {
|
||||||
this.updateStockpile()
|
this.updateStockpile()
|
||||||
this.updateToast(delta)
|
this.updateToast(delta)
|
||||||
this.updatePopText()
|
this.updatePopText()
|
||||||
|
if (this.debugActive) this.updateDebugPanel()
|
||||||
}
|
}
|
||||||
|
|
||||||
// ─── Stockpile ────────────────────────────────────────────────────────────
|
// ─── Stockpile ────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
/** Creates the stockpile panel in the top-right corner with item rows and population count. */
|
||||||
private createStockpilePanel(): void {
|
private createStockpilePanel(): void {
|
||||||
const x = this.scale.width - 178, y = 10
|
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)
|
this.stockpilePanel = this.add.rectangle(x, y, 168, 165, 0x000000, 0.72).setOrigin(0, 0).setScrollFactor(0).setDepth(100)
|
||||||
@@ -91,6 +109,7 @@ 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)
|
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 {
|
private updateStockpile(): void {
|
||||||
const sp = stateManager.getState().world.stockpile
|
const sp = stateManager.getState().world.stockpile
|
||||||
for (const [item, t] of this.stockpileTexts) {
|
for (const [item, t] of this.stockpileTexts) {
|
||||||
@@ -100,6 +119,7 @@ export class UIScene extends Phaser.Scene {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Updates the Nisse population / bed capacity counter. */
|
||||||
private updatePopText(): void {
|
private updatePopText(): void {
|
||||||
const state = stateManager.getState()
|
const state = stateManager.getState()
|
||||||
const beds = Object.values(state.world.buildings).filter(b => b.kind === 'bed').length
|
const beds = Object.values(state.world.buildings).filter(b => b.kind === 'bed').length
|
||||||
@@ -109,6 +129,7 @@ export class UIScene extends Phaser.Scene {
|
|||||||
|
|
||||||
// ─── Hint ─────────────────────────────────────────────────────────────────
|
// ─── Hint ─────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
/** 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 - 40, '', {
|
||||||
fontSize: '14px', color: '#ffff88', fontFamily: 'monospace',
|
fontSize: '14px', color: '#ffff88', fontFamily: 'monospace',
|
||||||
@@ -118,6 +139,7 @@ export class UIScene extends Phaser.Scene {
|
|||||||
|
|
||||||
// ─── Toast ────────────────────────────────────────────────────────────────
|
// ─── Toast ────────────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
/** Creates the toast notification text element (top center, initially hidden). */
|
||||||
private createToast(): void {
|
private createToast(): void {
|
||||||
this.toastText = this.add.text(this.scale.width / 2, 60, '', {
|
this.toastText = this.add.text(this.scale.width / 2, 60, '', {
|
||||||
fontSize: '15px', color: '#88ff88', fontFamily: 'monospace',
|
fontSize: '15px', color: '#88ff88', fontFamily: 'monospace',
|
||||||
@@ -125,8 +147,16 @@ export class UIScene extends Phaser.Scene {
|
|||||||
}).setOrigin(0.5, 0).setScrollFactor(0).setDepth(102).setAlpha(0)
|
}).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 }
|
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 {
|
private updateToast(delta: number): void {
|
||||||
if (this.toastTimer <= 0) return
|
if (this.toastTimer <= 0) return
|
||||||
this.toastTimer -= delta
|
this.toastTimer -= delta
|
||||||
@@ -135,6 +165,7 @@ export class UIScene extends Phaser.Scene {
|
|||||||
|
|
||||||
// ─── Build Menu ───────────────────────────────────────────────────────────
|
// ─── Build Menu ───────────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
/** Creates and hides the build menu with buttons for each available building type. */
|
||||||
private createBuildMenu(): void {
|
private createBuildMenu(): void {
|
||||||
this.buildMenuGroup = this.add.group()
|
this.buildMenuGroup = this.add.group()
|
||||||
const buildings: { kind: BuildingType; label: string; cost: string }[] = [
|
const buildings: { kind: BuildingType; label: string; cost: string }[] = [
|
||||||
@@ -162,12 +193,18 @@ export class UIScene extends Phaser.Scene {
|
|||||||
this.buildMenuGroup.setVisible(false)
|
this.buildMenuGroup.setVisible(false)
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Toggles the build menu open or closed. */
|
||||||
private toggleBuildMenu(): void { this.buildMenuVisible ? this.closeBuildMenu() : this.openBuildMenu() }
|
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') }
|
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') }
|
private closeBuildMenu(): void { this.buildMenuVisible = false; this.buildMenuGroup.setVisible(false); this.scene.get('Game').events.emit('uiMenuClose') }
|
||||||
|
|
||||||
// ─── Villager Panel (V key) ───────────────────────────────────────────────
|
// ─── Villager Panel (V key) ───────────────────────────────────────────────
|
||||||
|
|
||||||
|
/** Toggles the Nisse management panel open or closed. */
|
||||||
private toggleVillagerPanel(): void {
|
private toggleVillagerPanel(): void {
|
||||||
if (this.villagerPanelVisible) {
|
if (this.villagerPanelVisible) {
|
||||||
this.closeVillagerPanel()
|
this.closeVillagerPanel()
|
||||||
@@ -176,18 +213,24 @@ export class UIScene extends Phaser.Scene {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Opens the Nisse panel, builds its contents, and notifies GameScene. */
|
||||||
private openVillagerPanel(): void {
|
private openVillagerPanel(): void {
|
||||||
this.villagerPanelVisible = true
|
this.villagerPanelVisible = true
|
||||||
this.buildVillagerPanel()
|
this.buildVillagerPanel()
|
||||||
this.scene.get('Game').events.emit('uiMenuOpen')
|
this.scene.get('Game').events.emit('uiMenuOpen')
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Closes and destroys the Nisse panel and notifies GameScene. */
|
||||||
private closeVillagerPanel(): void {
|
private closeVillagerPanel(): void {
|
||||||
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')
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Destroys and rebuilds the Nisse panel from current state.
|
||||||
|
* Shows name, status, energy bar, and job priority buttons per Nisse.
|
||||||
|
*/
|
||||||
private buildVillagerPanel(): void {
|
private buildVillagerPanel(): void {
|
||||||
if (this.villagerPanelGroup) this.villagerPanelGroup.destroy(true)
|
if (this.villagerPanelGroup) this.villagerPanelGroup.destroy(true)
|
||||||
this.villagerPanelGroup = this.add.group()
|
this.villagerPanelGroup = this.add.group()
|
||||||
@@ -266,9 +309,16 @@ export class UIScene extends Phaser.Scene {
|
|||||||
|
|
||||||
// ─── Build mode indicator ─────────────────────────────────────────────────
|
// ─── Build mode indicator ─────────────────────────────────────────────────
|
||||||
|
|
||||||
|
/** Creates the build-mode indicator text in the top-left corner (initially hidden). */
|
||||||
private createBuildModeIndicator(): void {
|
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)
|
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 {
|
private onBuildModeChanged(active: boolean, building: BuildingType): void {
|
||||||
this.inBuildMode = active
|
this.inBuildMode = active
|
||||||
this.buildModeText.setText(active ? `🏗 BUILD: ${building.toUpperCase()} [RMB/ESC cancel]` : '').setVisible(active)
|
this.buildModeText.setText(active ? `🏗 BUILD: ${building.toUpperCase()} [RMB/ESC cancel]` : '').setVisible(active)
|
||||||
@@ -276,9 +326,16 @@ export class UIScene extends Phaser.Scene {
|
|||||||
|
|
||||||
// ─── Farm tool indicator ──────────────────────────────────────────────────
|
// ─── Farm tool indicator ──────────────────────────────────────────────────
|
||||||
|
|
||||||
|
/** Creates the farm-tool indicator text below the build-mode indicator (initially hidden). */
|
||||||
private createFarmToolIndicator(): void {
|
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)
|
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 {
|
private onFarmToolChanged(tool: FarmingTool, label: string): void {
|
||||||
this.inFarmMode = tool !== 'none'
|
this.inFarmMode = tool !== 'none'
|
||||||
this.farmToolText.setText(tool === 'none' ? '' : `[F] Farm: ${label} [RMB cancel]`).setVisible(tool !== 'none')
|
this.farmToolText.setText(tool === 'none' ? '' : `[F] Farm: ${label} [RMB cancel]`).setVisible(tool !== 'none')
|
||||||
@@ -286,16 +343,88 @@ export class UIScene extends Phaser.Scene {
|
|||||||
|
|
||||||
// ─── Coords + controls ────────────────────────────────────────────────────
|
// ─── Coords + controls ────────────────────────────────────────────────────
|
||||||
|
|
||||||
|
/** Creates the tile-coordinate display and controls hint at the bottom-left. */
|
||||||
private createCoordsDisplay(): void {
|
private createCoordsDisplay(): void {
|
||||||
this.coordsText = this.add.text(10, this.scale.height - 24, '', { fontSize: '11px', color: '#666666', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(100)
|
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', {
|
this.controlsHintText = this.add.text(10, this.scale.height - 42, '[WASD] Pan [Scroll] Zoom [F] Farm [B] Build [V] Nisse [F3] Debug', {
|
||||||
fontSize: '10px', color: '#444444', fontFamily: 'monospace', backgroundColor: '#00000066', padding: { x: 4, y: 2 }
|
fontSize: '10px', color: '#444444', fontFamily: 'monospace', backgroundColor: '#00000066', padding: { x: 4, y: 2 }
|
||||||
}).setScrollFactor(0).setDepth(100)
|
}).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 {
|
private onCameraMoved(pos: { tileX: number; tileY: number }): void {
|
||||||
this.coordsText.setText(`Tile: ${pos.tileX}, ${pos.tileY}`)
|
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 ─────────────────────────────────────────────────────────
|
// ─── Context Menu ─────────────────────────────────────────────────────────
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
|||||||
@@ -23,12 +23,23 @@ export class CameraSystem {
|
|||||||
}
|
}
|
||||||
private saveTimer = 0
|
private saveTimer = 0
|
||||||
private readonly SAVE_TICK = 2000
|
private readonly SAVE_TICK = 2000
|
||||||
|
private middlePanActive = false
|
||||||
|
private lastPanX = 0
|
||||||
|
private lastPanY = 0
|
||||||
|
|
||||||
|
/**
|
||||||
|
* @param scene - The Phaser scene this system belongs to
|
||||||
|
* @param adapter - Network adapter used to persist camera position
|
||||||
|
*/
|
||||||
constructor(scene: Phaser.Scene, adapter: LocalAdapter) {
|
constructor(scene: Phaser.Scene, adapter: LocalAdapter) {
|
||||||
this.scene = scene
|
this.scene = scene
|
||||||
this.adapter = adapter
|
this.adapter = adapter
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Initializes the camera: restores saved position, registers keyboard keys,
|
||||||
|
* sets up scroll-wheel zoom-to-mouse, and middle-click pan.
|
||||||
|
*/
|
||||||
create(): void {
|
create(): void {
|
||||||
const state = stateManager.getState()
|
const state = stateManager.getState()
|
||||||
const cam = this.scene.cameras.main
|
const cam = this.scene.cameras.main
|
||||||
@@ -49,13 +60,56 @@ export class CameraSystem {
|
|||||||
d: kb.addKey(Phaser.Input.Keyboard.KeyCodes.D),
|
d: kb.addKey(Phaser.Input.Keyboard.KeyCodes.D),
|
||||||
}
|
}
|
||||||
|
|
||||||
// Scroll wheel zoom
|
// Scroll wheel: zoom-to-mouse.
|
||||||
this.scene.input.on('wheel', (_ptr: Phaser.Input.Pointer, _objs: unknown, _dx: number, dy: number) => {
|
// Phaser zooms from the screen center, so the world point under the mouse
|
||||||
const zoom = Phaser.Math.Clamp(cam.zoom - Math.sign(dy) * ZOOM_STEP, MIN_ZOOM, MAX_ZOOM)
|
// is corrected by shifting scroll by the mouse offset from center.
|
||||||
cam.setZoom(zoom)
|
this.scene.input.on('wheel', (ptr: Phaser.Input.Pointer, _objs: unknown, _dx: number, dy: number) => {
|
||||||
|
const zoomBefore = cam.zoom
|
||||||
|
const newZoom = Phaser.Math.Clamp(zoomBefore - Math.sign(dy) * ZOOM_STEP, MIN_ZOOM, MAX_ZOOM)
|
||||||
|
cam.setZoom(newZoom)
|
||||||
|
|
||||||
|
const factor = 1 / zoomBefore - 1 / newZoom
|
||||||
|
cam.scrollX += (ptr.x - cam.width / 2) * factor
|
||||||
|
cam.scrollY += (ptr.y - cam.height / 2) * factor
|
||||||
|
|
||||||
|
const worldW = WORLD_TILES * 32
|
||||||
|
const worldH = WORLD_TILES * 32
|
||||||
|
cam.scrollX = Phaser.Math.Clamp(cam.scrollX, 0, worldW - cam.width / newZoom)
|
||||||
|
cam.scrollY = Phaser.Math.Clamp(cam.scrollY, 0, worldH - cam.height / newZoom)
|
||||||
|
})
|
||||||
|
|
||||||
|
// Middle-click pan: start on button down
|
||||||
|
this.scene.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
|
||||||
|
if (ptr.middleButtonDown()) {
|
||||||
|
this.middlePanActive = true
|
||||||
|
this.lastPanX = ptr.x
|
||||||
|
this.lastPanY = ptr.y
|
||||||
|
}
|
||||||
|
})
|
||||||
|
|
||||||
|
// Middle-click pan: move camera while held
|
||||||
|
this.scene.input.on('pointermove', (ptr: Phaser.Input.Pointer) => {
|
||||||
|
if (!this.middlePanActive) return
|
||||||
|
const dx = (ptr.x - this.lastPanX) / cam.zoom
|
||||||
|
const dy = (ptr.y - this.lastPanY) / cam.zoom
|
||||||
|
cam.scrollX -= dx
|
||||||
|
cam.scrollY -= dy
|
||||||
|
this.lastPanX = ptr.x
|
||||||
|
this.lastPanY = ptr.y
|
||||||
|
})
|
||||||
|
|
||||||
|
// Middle-click pan: stop on button release
|
||||||
|
this.scene.input.on('pointerup', (ptr: Phaser.Input.Pointer) => {
|
||||||
|
if (this.middlePanActive && !ptr.middleButtonDown()) {
|
||||||
|
this.middlePanActive = false
|
||||||
|
}
|
||||||
})
|
})
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Moves the camera via keyboard input and periodically saves the position.
|
||||||
|
* @param delta - Frame delta in milliseconds
|
||||||
|
*/
|
||||||
update(delta: number): void {
|
update(delta: number): void {
|
||||||
const cam = this.scene.cameras.main
|
const cam = this.scene.cameras.main
|
||||||
const speed = CAMERA_SPEED * (delta / 1000) / cam.zoom
|
const speed = CAMERA_SPEED * (delta / 1000) / cam.zoom
|
||||||
@@ -73,7 +127,7 @@ export class CameraSystem {
|
|||||||
|
|
||||||
if (dx !== 0 && dy !== 0) { dx *= 0.707; dy *= 0.707 }
|
if (dx !== 0 && dy !== 0) { dx *= 0.707; dy *= 0.707 }
|
||||||
|
|
||||||
const worldW = WORLD_TILES * 32 // TILE_SIZE hardcoded since WORLD_PX may not exist
|
const worldW = WORLD_TILES * 32
|
||||||
const worldH = WORLD_TILES * 32
|
const worldH = WORLD_TILES * 32
|
||||||
cam.scrollX = Phaser.Math.Clamp(cam.scrollX + dx, 0, worldW - cam.width / cam.zoom)
|
cam.scrollX = Phaser.Math.Clamp(cam.scrollX + dx, 0, worldW - cam.width / cam.zoom)
|
||||||
cam.scrollY = Phaser.Math.Clamp(cam.scrollY + dy, 0, worldH - cam.height / cam.zoom)
|
cam.scrollY = Phaser.Math.Clamp(cam.scrollY + dy, 0, worldH - cam.height / cam.zoom)
|
||||||
@@ -90,14 +144,24 @@ export class CameraSystem {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Returns the world coordinates of the visual camera center.
|
||||||
|
* Phaser zooms from the screen center, so the center world point
|
||||||
|
* is scrollX + screenWidth/2 (independent of zoom level).
|
||||||
|
* @returns World position of the screen center
|
||||||
|
*/
|
||||||
getCenterWorld(): { x: number; y: number } {
|
getCenterWorld(): { x: number; y: number } {
|
||||||
const cam = this.scene.cameras.main
|
const cam = this.scene.cameras.main
|
||||||
return {
|
return {
|
||||||
x: cam.scrollX + cam.width / (2 * cam.zoom),
|
x: cam.scrollX + cam.width / 2,
|
||||||
y: cam.scrollY + cam.height / (2 * cam.zoom),
|
y: cam.scrollY + cam.height / 2,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Returns the tile coordinates of the visual camera center.
|
||||||
|
* @returns Tile position (integer) of the screen center
|
||||||
|
*/
|
||||||
getCenterTile(): { tileX: number; tileY: number } {
|
getCenterTile(): { tileX: number; tileY: number } {
|
||||||
const { x, y } = this.getCenterWorld()
|
const { x, y } = this.getCenterWorld()
|
||||||
return { tileX: Math.floor(x / 32), tileY: Math.floor(y / 32) }
|
return { tileX: Math.floor(x / 32), tileY: Math.floor(y / 32) }
|
||||||
|
|||||||
164
src/systems/DebugSystem.ts
Normal file
164
src/systems/DebugSystem.ts
Normal file
@@ -0,0 +1,164 @@
|
|||||||
|
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,
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -36,18 +36,32 @@ export class VillagerSystem {
|
|||||||
|
|
||||||
onMessage?: (msg: string) => void
|
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) {
|
constructor(scene: Phaser.Scene, adapter: LocalAdapter, worldSystem: WorldSystem) {
|
||||||
this.scene = scene
|
this.scene = scene
|
||||||
this.adapter = adapter
|
this.adapter = adapter
|
||||||
this.worldSystem = worldSystem
|
this.worldSystem = worldSystem
|
||||||
}
|
}
|
||||||
|
|
||||||
/** Wire in sibling systems after construction */
|
/**
|
||||||
|
* 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
|
||||||
|
*/
|
||||||
init(resourceSystem: ResourceSystem, farmingSystem: FarmingSystem): void {
|
init(resourceSystem: ResourceSystem, farmingSystem: FarmingSystem): void {
|
||||||
this.resourceSystem = resourceSystem
|
this.resourceSystem = resourceSystem
|
||||||
this.farmingSystem = farmingSystem
|
this.farmingSystem = farmingSystem
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Spawns sprites for all Nisse that exist in the saved state
|
||||||
|
* and re-claims any active job targets.
|
||||||
|
*/
|
||||||
create(): void {
|
create(): void {
|
||||||
const state = stateManager.getState()
|
const state = stateManager.getState()
|
||||||
for (const v of Object.values(state.world.villagers)) {
|
for (const v of Object.values(state.world.villagers)) {
|
||||||
@@ -57,6 +71,10 @@ export class VillagerSystem {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Advances the spawn timer and ticks every Nisse's AI.
|
||||||
|
* @param delta - Frame delta in milliseconds
|
||||||
|
*/
|
||||||
update(delta: number): void {
|
update(delta: number): void {
|
||||||
this.spawnTimer += delta
|
this.spawnTimer += delta
|
||||||
if (this.spawnTimer >= VILLAGER_SPAWN_INTERVAL) {
|
if (this.spawnTimer >= VILLAGER_SPAWN_INTERVAL) {
|
||||||
@@ -72,6 +90,12 @@ export class VillagerSystem {
|
|||||||
|
|
||||||
// ─── Per-villager tick ────────────────────────────────────────────────────
|
// ─── 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 {
|
private tickVillager(v: VillagerState, delta: number): void {
|
||||||
const rt = this.runtime.get(v.id)
|
const rt = this.runtime.get(v.id)
|
||||||
if (!rt) return
|
if (!rt) return
|
||||||
@@ -97,6 +121,14 @@ export class VillagerSystem {
|
|||||||
|
|
||||||
// ─── IDLE ─────────────────────────────────────────────────────────────────
|
// ─── 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 {
|
private tickIdle(v: VillagerState, rt: VillagerRuntime, delta: number): void {
|
||||||
// Decrement scan timer if cooling down
|
// Decrement scan timer if cooling down
|
||||||
if (rt.idleScanTimer > 0) {
|
if (rt.idleScanTimer > 0) {
|
||||||
@@ -133,6 +165,14 @@ export class VillagerSystem {
|
|||||||
|
|
||||||
// ─── WALKING ──────────────────────────────────────────────────────────────
|
// ─── 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 {
|
private tickWalking(v: VillagerState, rt: VillagerRuntime, delta: number): void {
|
||||||
if (rt.path.length === 0) {
|
if (rt.path.length === 0) {
|
||||||
this.onArrived(v, rt)
|
this.onArrived(v, rt)
|
||||||
@@ -161,6 +201,12 @@ export class VillagerSystem {
|
|||||||
;(v as { energy: number }).energy = Math.max(0, v.energy - delta * 0.0015)
|
;(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 {
|
private onArrived(v: VillagerState, rt: VillagerRuntime): void {
|
||||||
switch (rt.destination) {
|
switch (rt.destination) {
|
||||||
case 'job':
|
case 'job':
|
||||||
@@ -186,6 +232,14 @@ export class VillagerSystem {
|
|||||||
|
|
||||||
// ─── WORKING ──────────────────────────────────────────────────────────────
|
// ─── 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 {
|
private tickWorking(v: VillagerState, rt: VillagerRuntime, delta: number): void {
|
||||||
rt.workTimer -= delta
|
rt.workTimer -= delta
|
||||||
// Wobble while working
|
// Wobble while working
|
||||||
@@ -237,6 +291,12 @@ export class VillagerSystem {
|
|||||||
|
|
||||||
// ─── SLEEPING ─────────────────────────────────────────────────────────────
|
// ─── 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 {
|
private tickSleeping(v: VillagerState, rt: VillagerRuntime, delta: number): void {
|
||||||
;(v as { energy: number }).energy = Math.min(100, v.energy + delta * 0.04)
|
;(v as { energy: number }).energy = Math.min(100, v.energy + delta * 0.04)
|
||||||
// Gentle bob while sleeping
|
// Gentle bob while sleeping
|
||||||
@@ -249,6 +309,13 @@ export class VillagerSystem {
|
|||||||
|
|
||||||
// ─── Job picking (RimWorld-style priority) ────────────────────────────────
|
// ─── 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 {
|
private pickJob(v: VillagerState): { type: JobType; targetId: string; tileX: number; tileY: number } | null {
|
||||||
const state = stateManager.getState()
|
const state = stateManager.getState()
|
||||||
const p = v.priorities
|
const p = v.priorities
|
||||||
@@ -289,6 +356,15 @@ export class VillagerSystem {
|
|||||||
|
|
||||||
// ─── Pathfinding ──────────────────────────────────────────────────────────
|
// ─── 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 {
|
private beginWalk(v: VillagerState, rt: VillagerRuntime, tileX: number, tileY: number, dest: VillagerRuntime['destination']): void {
|
||||||
const sx = Math.floor(v.x / TILE_SIZE)
|
const sx = Math.floor(v.x / TILE_SIZE)
|
||||||
const sy = Math.floor(v.y / TILE_SIZE)
|
const sy = Math.floor(v.y / TILE_SIZE)
|
||||||
@@ -310,6 +386,11 @@ export class VillagerSystem {
|
|||||||
|
|
||||||
// ─── Building finders ─────────────────────────────────────────────────────
|
// ─── 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 {
|
private nearestBuilding(v: VillagerState, kind: string): { tileX: number; tileY: number } | null {
|
||||||
const state = stateManager.getState()
|
const state = stateManager.getState()
|
||||||
const hits = Object.values(state.world.buildings).filter(b => b.kind === kind)
|
const hits = Object.values(state.world.buildings).filter(b => b.kind === kind)
|
||||||
@@ -319,6 +400,11 @@ 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]
|
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 {
|
private findBed(v: VillagerState): { id: string; tileX: number; tileY: number } | null {
|
||||||
const state = stateManager.getState()
|
const state = stateManager.getState()
|
||||||
// Prefer assigned bed
|
// Prefer assigned bed
|
||||||
@@ -328,6 +414,10 @@ export class VillagerSystem {
|
|||||||
|
|
||||||
// ─── Spawning ─────────────────────────────────────────────────────────────
|
// ─── 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 {
|
private trySpawn(): void {
|
||||||
const state = stateManager.getState()
|
const state = stateManager.getState()
|
||||||
const beds = Object.values(state.world.buildings).filter(b => b.kind === 'bed')
|
const beds = Object.values(state.world.buildings).filter(b => b.kind === 'bed')
|
||||||
@@ -361,6 +451,11 @@ export class VillagerSystem {
|
|||||||
|
|
||||||
// ─── Sprite management ────────────────────────────────────────────────────
|
// ─── 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 {
|
private spawnSprite(v: VillagerState): void {
|
||||||
const sprite = this.scene.add.image(v.x, v.y, 'villager').setDepth(11)
|
const sprite = this.scene.add.image(v.x, v.y, 'villager').setDepth(11)
|
||||||
|
|
||||||
@@ -375,6 +470,14 @@ export class VillagerSystem {
|
|||||||
this.runtime.set(v.id, { sprite, nameLabel, energyBar, jobIcon, path: [], destination: null, workTimer: 0, idleScanTimer: 0 })
|
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 {
|
private drawEnergyBar(g: Phaser.GameObjects.Graphics, x: number, y: number, energy: number): void {
|
||||||
const W = 20, H = 3
|
const W = 20, H = 3
|
||||||
g.clear()
|
g.clear()
|
||||||
@@ -385,6 +488,12 @@ export class VillagerSystem {
|
|||||||
|
|
||||||
// ─── Public API ───────────────────────────────────────────────────────────
|
// ─── 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 {
|
getStatusText(villagerId: string): string {
|
||||||
const v = stateManager.getState().world.villagers[villagerId]
|
const v = stateManager.getState().world.villagers[villagerId]
|
||||||
if (!v) return '—'
|
if (!v) return '—'
|
||||||
@@ -397,6 +506,28 @@ export class VillagerSystem {
|
|||||||
return '💭 Idle'
|
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 {
|
destroy(): void {
|
||||||
for (const rt of this.runtime.values()) {
|
for (const rt of this.runtime.values()) {
|
||||||
rt.sprite.destroy(); rt.nameLabel.destroy()
|
rt.sprite.destroy(); rt.nameLabel.destroy()
|
||||||
|
|||||||
@@ -22,10 +22,15 @@ export class WorldSystem {
|
|||||||
private bgImage!: Phaser.GameObjects.Image
|
private bgImage!: Phaser.GameObjects.Image
|
||||||
private builtLayer!: Phaser.Tilemaps.TilemapLayer
|
private builtLayer!: Phaser.Tilemaps.TilemapLayer
|
||||||
|
|
||||||
|
/** @param scene - The Phaser scene this system belongs to */
|
||||||
constructor(scene: Phaser.Scene) {
|
constructor(scene: Phaser.Scene) {
|
||||||
this.scene = 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 {
|
create(): void {
|
||||||
const state = stateManager.getState()
|
const state = stateManager.getState()
|
||||||
|
|
||||||
@@ -81,10 +86,18 @@ export class WorldSystem {
|
|||||||
this.scene.cameras.main.setBounds(0, 0, WORLD_TILES * TILE_SIZE, WORLD_TILES * TILE_SIZE)
|
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 {
|
getLayer(): Phaser.Tilemaps.TilemapLayer {
|
||||||
return this.builtLayer
|
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 {
|
setTile(tileX: number, tileY: number, type: TileType): void {
|
||||||
const BUILT_TILES = new Set([TileType.FLOOR, TileType.WALL, TileType.TILLED_SOIL, TileType.WATERED_SOIL])
|
const BUILT_TILES = new Set([TileType.FLOOR, TileType.WALL, TileType.TILLED_SOIL, TileType.WATERED_SOIL])
|
||||||
if (BUILT_TILES.has(type)) {
|
if (BUILT_TILES.has(type)) {
|
||||||
@@ -95,6 +108,12 @@ 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 {
|
isPassable(tileX: number, tileY: number): boolean {
|
||||||
if (tileX < 0 || tileY < 0 || tileX >= WORLD_TILES || tileY >= WORLD_TILES) return false
|
if (tileX < 0 || tileY < 0 || tileX >= WORLD_TILES || tileY >= WORLD_TILES) return false
|
||||||
const state = stateManager.getState()
|
const state = stateManager.getState()
|
||||||
@@ -102,6 +121,12 @@ export class WorldSystem {
|
|||||||
return !IMPASSABLE.has(tile)
|
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 } {
|
worldToTile(worldX: number, worldY: number): { tileX: number; tileY: number } {
|
||||||
return {
|
return {
|
||||||
tileX: Math.floor(worldX / TILE_SIZE),
|
tileX: Math.floor(worldX / TILE_SIZE),
|
||||||
@@ -109,6 +134,12 @@ 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 } {
|
tileToWorld(tileX: number, tileY: number): { x: number; y: number } {
|
||||||
return {
|
return {
|
||||||
x: tileX * TILE_SIZE + TILE_SIZE / 2,
|
x: tileX * TILE_SIZE + TILE_SIZE / 2,
|
||||||
@@ -116,11 +147,17 @@ 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 {
|
getTileType(tileX: number, tileY: number): TileType {
|
||||||
const state = stateManager.getState()
|
const state = stateManager.getState()
|
||||||
return state.world.tiles[tileY * WORLD_TILES + tileX] as TileType
|
return state.world.tiles[tileY * WORLD_TILES + tileX] as TileType
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/** Destroys the tilemap and background image. */
|
||||||
destroy(): void {
|
destroy(): void {
|
||||||
this.map.destroy()
|
this.map.destroy()
|
||||||
this.bgImage.destroy()
|
this.bgImage.destroy()
|
||||||
|
|||||||
364
src/test/ZoomMouseScene.ts
Normal file
364
src/test/ZoomMouseScene.ts
Normal file
@@ -0,0 +1,364 @@
|
|||||||
|
import Phaser from 'phaser'
|
||||||
|
import { TILE_SIZE } from '../config'
|
||||||
|
|
||||||
|
const GRID_TILES = 500 // world size in tiles
|
||||||
|
const MIN_ZOOM = 0.25
|
||||||
|
const MAX_ZOOM = 4.0
|
||||||
|
const ZOOM_STEP = 0.1
|
||||||
|
const MARKER_EVERY = 10 // small crosshair every N tiles
|
||||||
|
const LABEL_EVERY = 50 // coordinate label every N tiles
|
||||||
|
const CAMERA_SPEED = 400 // px/s
|
||||||
|
const SNAPSHOT_EVERY = 2000 // ms between periodic log snapshots
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Second test scene: zoom-to-mouse behavior.
|
||||||
|
* After each zoom step, scrollX/Y is corrected so the world point
|
||||||
|
* under the mouse stays at the same screen position.
|
||||||
|
*
|
||||||
|
* Formula:
|
||||||
|
* newScrollX = scrollX + (mouseX - screenW/2) * (1/zoomBefore - 1/zoomAfter)
|
||||||
|
* newScrollY = scrollY + (mouseY - screenH/2) * (1/zoomBefore - 1/zoomAfter)
|
||||||
|
*
|
||||||
|
* Controls: Scroll wheel to zoom, WASD / Arrow keys to pan, Tab to switch scene.
|
||||||
|
*/
|
||||||
|
export class ZoomMouseScene extends Phaser.Scene {
|
||||||
|
private logText!: Phaser.GameObjects.Text
|
||||||
|
private hudCamera!: Phaser.Cameras.Scene2D.Camera
|
||||||
|
private worldObjects: Phaser.GameObjects.GameObject[] = []
|
||||||
|
private hudObjects: Phaser.GameObjects.GameObject[] = []
|
||||||
|
private keys!: {
|
||||||
|
up: Phaser.Input.Keyboard.Key
|
||||||
|
down: Phaser.Input.Keyboard.Key
|
||||||
|
left: Phaser.Input.Keyboard.Key
|
||||||
|
right: Phaser.Input.Keyboard.Key
|
||||||
|
w: Phaser.Input.Keyboard.Key
|
||||||
|
s: Phaser.Input.Keyboard.Key
|
||||||
|
a: Phaser.Input.Keyboard.Key
|
||||||
|
d: Phaser.Input.Keyboard.Key
|
||||||
|
tab: Phaser.Input.Keyboard.Key
|
||||||
|
}
|
||||||
|
private snapshotTimer = 0
|
||||||
|
|
||||||
|
constructor() {
|
||||||
|
super({ key: 'ZoomMouse' })
|
||||||
|
}
|
||||||
|
|
||||||
|
create(): void {
|
||||||
|
fetch('/api/log', { method: 'DELETE' })
|
||||||
|
this.writeLog('scene_start', { scene: 'ZoomMouse', tileSize: TILE_SIZE, gridTiles: GRID_TILES })
|
||||||
|
|
||||||
|
this.drawGrid()
|
||||||
|
this.setupCamera()
|
||||||
|
this.setupInput()
|
||||||
|
this.createHUD()
|
||||||
|
this.setupCameras()
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Draws the static world grid into world space.
|
||||||
|
* All objects are registered in worldObjects for HUD-camera exclusion.
|
||||||
|
*/
|
||||||
|
private drawGrid(): void {
|
||||||
|
const worldPx = GRID_TILES * TILE_SIZE
|
||||||
|
const g = this.add.graphics()
|
||||||
|
this.worldObjects.push(g)
|
||||||
|
|
||||||
|
g.fillStyle(0x111318)
|
||||||
|
g.fillRect(0, 0, worldPx, worldPx)
|
||||||
|
|
||||||
|
g.lineStyle(1, 0x222233, 0.5)
|
||||||
|
for (let i = 0; i <= GRID_TILES; i++) {
|
||||||
|
const p = i * TILE_SIZE
|
||||||
|
g.lineBetween(p, 0, p, worldPx)
|
||||||
|
g.lineBetween(0, p, worldPx, p)
|
||||||
|
}
|
||||||
|
|
||||||
|
for (let tx = 0; tx <= GRID_TILES; tx += MARKER_EVERY) {
|
||||||
|
for (let ty = 0; ty <= GRID_TILES; ty += MARKER_EVERY) {
|
||||||
|
const px = tx * TILE_SIZE
|
||||||
|
const py = ty * TILE_SIZE
|
||||||
|
const isLabel = tx % LABEL_EVERY === 0 && ty % LABEL_EVERY === 0
|
||||||
|
const color = isLabel ? 0xffff00 : 0x44aaff
|
||||||
|
const arm = isLabel ? 10 : 6
|
||||||
|
|
||||||
|
g.lineStyle(1, color, isLabel ? 1.0 : 0.7)
|
||||||
|
g.lineBetween(px - arm, py, px + arm, py)
|
||||||
|
g.lineBetween(px, py - arm, px, py + arm)
|
||||||
|
|
||||||
|
g.fillStyle(color, 1.0)
|
||||||
|
g.fillCircle(px, py, isLabel ? 2.5 : 1.5)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for (let tx = 0; tx <= GRID_TILES; tx += LABEL_EVERY) {
|
||||||
|
for (let ty = 0; ty <= GRID_TILES; ty += LABEL_EVERY) {
|
||||||
|
const label = this.add.text(
|
||||||
|
tx * TILE_SIZE + 4,
|
||||||
|
ty * TILE_SIZE + 4,
|
||||||
|
`${tx},${ty}`,
|
||||||
|
{ fontSize: '9px', color: '#aaddff', fontFamily: 'monospace' }
|
||||||
|
).setDepth(1)
|
||||||
|
this.worldObjects.push(label)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
g.lineStyle(2, 0xff8844, 1.0)
|
||||||
|
g.strokeRect(0, 0, worldPx, worldPx)
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Sets camera bounds and centers the view on the world.
|
||||||
|
*/
|
||||||
|
private setupCamera(): void {
|
||||||
|
const cam = this.cameras.main
|
||||||
|
const worldPx = GRID_TILES * TILE_SIZE
|
||||||
|
cam.setBounds(0, 0, worldPx, worldPx)
|
||||||
|
cam.scrollX = worldPx / 2 - cam.width / 2
|
||||||
|
cam.scrollY = worldPx / 2 - cam.height / 2
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Registers scroll wheel zoom with mouse-anchor correction and keyboard keys.
|
||||||
|
* After cam.setZoom(), scrollX/Y is adjusted so the world point under the
|
||||||
|
* mouse stays at the same screen position.
|
||||||
|
*/
|
||||||
|
private setupInput(): void {
|
||||||
|
const cam = this.cameras.main
|
||||||
|
const kb = this.input.keyboard!
|
||||||
|
|
||||||
|
this.keys = {
|
||||||
|
up: kb.addKey(Phaser.Input.Keyboard.KeyCodes.UP),
|
||||||
|
down: kb.addKey(Phaser.Input.Keyboard.KeyCodes.DOWN),
|
||||||
|
left: kb.addKey(Phaser.Input.Keyboard.KeyCodes.LEFT),
|
||||||
|
right: kb.addKey(Phaser.Input.Keyboard.KeyCodes.RIGHT),
|
||||||
|
w: kb.addKey(Phaser.Input.Keyboard.KeyCodes.W),
|
||||||
|
s: kb.addKey(Phaser.Input.Keyboard.KeyCodes.S),
|
||||||
|
a: kb.addKey(Phaser.Input.Keyboard.KeyCodes.A),
|
||||||
|
d: kb.addKey(Phaser.Input.Keyboard.KeyCodes.D),
|
||||||
|
tab: kb.addKey(Phaser.Input.Keyboard.KeyCodes.TAB),
|
||||||
|
}
|
||||||
|
|
||||||
|
// Prevent Tab from switching browser focus
|
||||||
|
;(this.keys.tab as unknown as { preventDefault: boolean }).preventDefault = true
|
||||||
|
|
||||||
|
this.keys.tab.on('down', () => {
|
||||||
|
this.scene.start('ZoomTest')
|
||||||
|
})
|
||||||
|
|
||||||
|
this.input.on('wheel', (
|
||||||
|
ptr: Phaser.Input.Pointer,
|
||||||
|
_objs: unknown,
|
||||||
|
_dx: number,
|
||||||
|
dy: number
|
||||||
|
) => {
|
||||||
|
const zoomBefore = cam.zoom
|
||||||
|
const scrollXBefore = cam.scrollX
|
||||||
|
const scrollYBefore = cam.scrollY
|
||||||
|
|
||||||
|
const newZoom = Phaser.Math.Clamp(zoomBefore - Math.sign(dy) * ZOOM_STEP, MIN_ZOOM, MAX_ZOOM)
|
||||||
|
cam.setZoom(newZoom)
|
||||||
|
|
||||||
|
// Correct scroll so the world point under the mouse stays fixed.
|
||||||
|
// Phaser zooms from screen center, so the offset from center determines the shift.
|
||||||
|
const cw = cam.width
|
||||||
|
const ch = cam.height
|
||||||
|
const factor = 1 / zoomBefore - 1 / newZoom
|
||||||
|
cam.scrollX += (ptr.x - cw / 2) * factor
|
||||||
|
cam.scrollY += (ptr.y - ch / 2) * factor
|
||||||
|
|
||||||
|
// Clamp to world bounds
|
||||||
|
const worldPx = GRID_TILES * TILE_SIZE
|
||||||
|
cam.scrollX = Phaser.Math.Clamp(cam.scrollX, 0, worldPx - cw / cam.zoom)
|
||||||
|
cam.scrollY = Phaser.Math.Clamp(cam.scrollY, 0, worldPx - ch / cam.zoom)
|
||||||
|
|
||||||
|
setTimeout(() => {
|
||||||
|
this.writeLog('zoom', {
|
||||||
|
direction: dy > 0 ? 'out' : 'in',
|
||||||
|
zoomBefore: +zoomBefore.toFixed(4),
|
||||||
|
zoomAfter: +cam.zoom.toFixed(4),
|
||||||
|
scrollX_before: +scrollXBefore.toFixed(2),
|
||||||
|
scrollY_before: +scrollYBefore.toFixed(2),
|
||||||
|
scrollX_after: +cam.scrollX.toFixed(2),
|
||||||
|
scrollY_after: +cam.scrollY.toFixed(2),
|
||||||
|
scrollX_delta: +(cam.scrollX - scrollXBefore).toFixed(2),
|
||||||
|
scrollY_delta: +(cam.scrollY - scrollYBefore).toFixed(2),
|
||||||
|
mouseScreen: { x: +ptr.x.toFixed(1), y: +ptr.y.toFixed(1) },
|
||||||
|
mouseWorld_before: { x: +ptr.worldX.toFixed(2), y: +ptr.worldY.toFixed(2) },
|
||||||
|
centerWorld_after: {
|
||||||
|
x: +(cam.scrollX + cam.width / 2).toFixed(2),
|
||||||
|
y: +(cam.scrollY + cam.height / 2).toFixed(2),
|
||||||
|
},
|
||||||
|
vpTiles_after: {
|
||||||
|
w: +((cam.width / cam.zoom) / TILE_SIZE).toFixed(3),
|
||||||
|
h: +((cam.height / cam.zoom) / TILE_SIZE).toFixed(3),
|
||||||
|
},
|
||||||
|
})
|
||||||
|
}, 0)
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Creates all HUD elements: log overlay and screen-center crosshair.
|
||||||
|
* All objects are registered in hudObjects for main-camera exclusion.
|
||||||
|
*/
|
||||||
|
private createHUD(): void {
|
||||||
|
const w = this.scale.width
|
||||||
|
const h = this.scale.height
|
||||||
|
|
||||||
|
const cross = this.add.graphics()
|
||||||
|
const arm = 16
|
||||||
|
cross.lineStyle(1, 0xff2222, 0.9)
|
||||||
|
cross.lineBetween(w / 2 - arm, h / 2, w / 2 + arm, h / 2)
|
||||||
|
cross.lineBetween(w / 2, h / 2 - arm, w / 2, h / 2 + arm)
|
||||||
|
cross.fillStyle(0xff2222, 1.0)
|
||||||
|
cross.fillCircle(w / 2, h / 2, 2)
|
||||||
|
this.hudObjects.push(cross)
|
||||||
|
|
||||||
|
this.logText = this.add.text(10, 10, '', {
|
||||||
|
fontSize: '13px',
|
||||||
|
color: '#e8e8e8',
|
||||||
|
backgroundColor: '#000000bb',
|
||||||
|
padding: { x: 10, y: 8 },
|
||||||
|
lineSpacing: 3,
|
||||||
|
fontFamily: 'monospace',
|
||||||
|
}).setDepth(100)
|
||||||
|
this.hudObjects.push(this.logText)
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Adds a dedicated HUD camera (zoom=1, no scroll) and separates
|
||||||
|
* world objects from HUD objects so neither camera renders both layers.
|
||||||
|
*/
|
||||||
|
private setupCameras(): void {
|
||||||
|
this.hudCamera = this.cameras.add(0, 0, this.scale.width, this.scale.height)
|
||||||
|
this.hudCamera.setScroll(0, 0)
|
||||||
|
this.hudCamera.setZoom(1)
|
||||||
|
|
||||||
|
this.cameras.main.ignore(this.hudObjects)
|
||||||
|
this.hudCamera.ignore(this.worldObjects)
|
||||||
|
}
|
||||||
|
|
||||||
|
update(_time: number, delta: number): void {
|
||||||
|
this.handleKeyboard(delta)
|
||||||
|
this.updateOverlay()
|
||||||
|
|
||||||
|
this.snapshotTimer += delta
|
||||||
|
if (this.snapshotTimer >= SNAPSHOT_EVERY) {
|
||||||
|
this.snapshotTimer = 0
|
||||||
|
this.writeSnapshot()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Moves camera with WASD / arrow keys at CAMERA_SPEED px/s (world space).
|
||||||
|
* @param delta - Frame delta in milliseconds
|
||||||
|
*/
|
||||||
|
private handleKeyboard(delta: number): void {
|
||||||
|
const cam = this.cameras.main
|
||||||
|
const speed = CAMERA_SPEED * (delta / 1000) / cam.zoom
|
||||||
|
const worldPx = GRID_TILES * TILE_SIZE
|
||||||
|
|
||||||
|
let dx = 0, dy = 0
|
||||||
|
if (this.keys.left.isDown || this.keys.a.isDown) dx -= speed
|
||||||
|
if (this.keys.right.isDown || this.keys.d.isDown) dx += speed
|
||||||
|
if (this.keys.up.isDown || this.keys.w.isDown) dy -= speed
|
||||||
|
if (this.keys.down.isDown || this.keys.s.isDown) dy += speed
|
||||||
|
|
||||||
|
if (dx !== 0 && dy !== 0) { dx *= 0.707; dy *= 0.707 }
|
||||||
|
|
||||||
|
cam.scrollX = Phaser.Math.Clamp(cam.scrollX + dx, 0, worldPx - cam.width / cam.zoom)
|
||||||
|
cam.scrollY = Phaser.Math.Clamp(cam.scrollY + dy, 0, worldPx - cam.height / cam.zoom)
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Recomputes and renders all diagnostic values to the HUD overlay each frame.
|
||||||
|
* centerWorld uses the corrected formula: scrollX + screenWidth/2.
|
||||||
|
*/
|
||||||
|
private updateOverlay(): void {
|
||||||
|
const cam = this.cameras.main
|
||||||
|
const ptr = this.input.activePointer
|
||||||
|
|
||||||
|
const vpWidthPx = cam.width / cam.zoom
|
||||||
|
const vpHeightPx = cam.height / cam.zoom
|
||||||
|
const vpWidthTiles = vpWidthPx / TILE_SIZE
|
||||||
|
const vpHeightTiles = vpHeightPx / TILE_SIZE
|
||||||
|
|
||||||
|
// Phaser zooms from screen center, so visual center = scrollX + screenWidth/2
|
||||||
|
const centerWorldX = cam.scrollX + cam.width / 2
|
||||||
|
const centerWorldY = cam.scrollY + cam.height / 2
|
||||||
|
const centerTileX = Math.floor(centerWorldX / TILE_SIZE)
|
||||||
|
const centerTileY = Math.floor(centerWorldY / TILE_SIZE)
|
||||||
|
|
||||||
|
const mouseTileX = Math.floor(ptr.worldX / TILE_SIZE)
|
||||||
|
const mouseTileY = Math.floor(ptr.worldY / TILE_SIZE)
|
||||||
|
const renderer = this.game.renderer.type === Phaser.WEBGL ? 'WebGL' : 'Canvas'
|
||||||
|
|
||||||
|
const lines = [
|
||||||
|
'── ZOOM TEST [Zoom-to-Mouse] ──',
|
||||||
|
'',
|
||||||
|
`Zoom: ${cam.zoom.toFixed(4)}`,
|
||||||
|
`scrollX / scrollY: ${cam.scrollX.toFixed(2)} / ${cam.scrollY.toFixed(2)}`,
|
||||||
|
'',
|
||||||
|
`Viewport (screen): ${cam.width} × ${cam.height} px`,
|
||||||
|
`Viewport (world): ${vpWidthPx.toFixed(2)} × ${vpHeightPx.toFixed(2)} px`,
|
||||||
|
`Viewport (tiles): ${vpWidthTiles.toFixed(3)} × ${vpHeightTiles.toFixed(3)}`,
|
||||||
|
'',
|
||||||
|
`Center world: ${centerWorldX.toFixed(2)}, ${centerWorldY.toFixed(2)}`,
|
||||||
|
`Center tile: ${centerTileX}, ${centerTileY}`,
|
||||||
|
'',
|
||||||
|
`Mouse screen: ${ptr.x.toFixed(1)}, ${ptr.y.toFixed(1)}`,
|
||||||
|
`Mouse world: ${ptr.worldX.toFixed(2)}, ${ptr.worldY.toFixed(2)}`,
|
||||||
|
`Mouse tile: ${mouseTileX}, ${mouseTileY}`,
|
||||||
|
'',
|
||||||
|
`Canvas: ${this.scale.width} × ${this.scale.height} px`,
|
||||||
|
`TILE_SIZE: ${TILE_SIZE} px`,
|
||||||
|
`roundPixels: ${(this.game.renderer.config as Record<string, unknown>)['roundPixels']}`,
|
||||||
|
`Renderer: ${renderer}`,
|
||||||
|
'',
|
||||||
|
'[Scroll] Zoom [WASD / ↑↓←→] Pan [Tab] → Default',
|
||||||
|
]
|
||||||
|
|
||||||
|
this.logText.setText(lines)
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Writes a periodic full-state snapshot to the log.
|
||||||
|
*/
|
||||||
|
private writeSnapshot(): void {
|
||||||
|
const cam = this.cameras.main
|
||||||
|
const ptr = this.input.activePointer
|
||||||
|
const vpW = cam.width / cam.zoom
|
||||||
|
const vpH = cam.height / cam.zoom
|
||||||
|
|
||||||
|
this.writeLog('snapshot', {
|
||||||
|
zoom: +cam.zoom.toFixed(4),
|
||||||
|
scrollX: +cam.scrollX.toFixed(2),
|
||||||
|
scrollY: +cam.scrollY.toFixed(2),
|
||||||
|
vpScreen: { w: cam.width, h: cam.height },
|
||||||
|
vpWorld: { w: +vpW.toFixed(2), h: +vpH.toFixed(2) },
|
||||||
|
vpTiles: { w: +((vpW / TILE_SIZE).toFixed(3)), h: +((vpH / TILE_SIZE).toFixed(3)) },
|
||||||
|
centerWorld: {
|
||||||
|
x: +(cam.scrollX + cam.width / 2).toFixed(2),
|
||||||
|
y: +(cam.scrollY + cam.height / 2).toFixed(2),
|
||||||
|
},
|
||||||
|
mouse: {
|
||||||
|
screen: { x: +ptr.x.toFixed(1), y: +ptr.y.toFixed(1) },
|
||||||
|
world: { x: +ptr.worldX.toFixed(2), y: +ptr.worldY.toFixed(2) },
|
||||||
|
},
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* POSTs a structured log entry to the Vite dev server middleware.
|
||||||
|
* @param event - Event type label
|
||||||
|
* @param data - Payload object to serialize as JSON
|
||||||
|
*/
|
||||||
|
private writeLog(event: string, data: Record<string, unknown>): void {
|
||||||
|
const entry = JSON.stringify({ t: Date.now(), event, ...data })
|
||||||
|
fetch('/api/log', {
|
||||||
|
method: 'POST',
|
||||||
|
headers: { 'Content-Type': 'text/plain' },
|
||||||
|
body: entry,
|
||||||
|
}).catch(() => { /* swallow if dev server not running */ })
|
||||||
|
}
|
||||||
|
}
|
||||||
352
src/test/ZoomTestScene.ts
Normal file
352
src/test/ZoomTestScene.ts
Normal file
@@ -0,0 +1,352 @@
|
|||||||
|
import Phaser from 'phaser'
|
||||||
|
import { TILE_SIZE } from '../config'
|
||||||
|
|
||||||
|
const GRID_TILES = 500 // world size in tiles
|
||||||
|
const MIN_ZOOM = 0.25
|
||||||
|
const MAX_ZOOM = 4.0
|
||||||
|
const ZOOM_STEP = 0.1
|
||||||
|
const MARKER_EVERY = 10 // small crosshair every N tiles
|
||||||
|
const LABEL_EVERY = 50 // coordinate label every N tiles
|
||||||
|
const CAMERA_SPEED = 400 // px/s
|
||||||
|
const SNAPSHOT_EVERY = 2000 // ms between periodic log snapshots
|
||||||
|
|
||||||
|
/**
|
||||||
|
* First test scene: observes pure Phaser default zoom behavior.
|
||||||
|
* No custom scroll compensation — cam.setZoom() only, zoom anchors to camera center.
|
||||||
|
* Logs zoom events and periodic snapshots to /api/log (written to game-test.log).
|
||||||
|
*
|
||||||
|
* Controls: Scroll wheel to zoom, WASD / Arrow keys to pan.
|
||||||
|
*/
|
||||||
|
export class ZoomTestScene extends Phaser.Scene {
|
||||||
|
private logText!: Phaser.GameObjects.Text
|
||||||
|
private hudCamera!: Phaser.Cameras.Scene2D.Camera
|
||||||
|
private worldObjects: Phaser.GameObjects.GameObject[] = []
|
||||||
|
private hudObjects: Phaser.GameObjects.GameObject[] = []
|
||||||
|
private keys!: {
|
||||||
|
up: Phaser.Input.Keyboard.Key
|
||||||
|
down: Phaser.Input.Keyboard.Key
|
||||||
|
left: Phaser.Input.Keyboard.Key
|
||||||
|
right: Phaser.Input.Keyboard.Key
|
||||||
|
w: Phaser.Input.Keyboard.Key
|
||||||
|
s: Phaser.Input.Keyboard.Key
|
||||||
|
a: Phaser.Input.Keyboard.Key
|
||||||
|
d: Phaser.Input.Keyboard.Key
|
||||||
|
tab: Phaser.Input.Keyboard.Key
|
||||||
|
}
|
||||||
|
private snapshotTimer = 0
|
||||||
|
|
||||||
|
constructor() {
|
||||||
|
super({ key: 'ZoomTest' })
|
||||||
|
}
|
||||||
|
|
||||||
|
create(): void {
|
||||||
|
// Clear log file at scene start
|
||||||
|
fetch('/api/log', { method: 'DELETE' })
|
||||||
|
this.writeLog('scene_start', { tileSize: TILE_SIZE, gridTiles: GRID_TILES })
|
||||||
|
|
||||||
|
this.drawGrid()
|
||||||
|
this.setupCamera()
|
||||||
|
this.setupInput()
|
||||||
|
this.createHUD()
|
||||||
|
this.setupCameras()
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Draws the static world grid into world space.
|
||||||
|
* All objects are registered in worldObjects for HUD-camera exclusion.
|
||||||
|
*/
|
||||||
|
private drawGrid(): void {
|
||||||
|
const worldPx = GRID_TILES * TILE_SIZE
|
||||||
|
const g = this.add.graphics()
|
||||||
|
this.worldObjects.push(g)
|
||||||
|
|
||||||
|
// Background fill
|
||||||
|
g.fillStyle(0x111811)
|
||||||
|
g.fillRect(0, 0, worldPx, worldPx)
|
||||||
|
|
||||||
|
// Tile grid lines
|
||||||
|
g.lineStyle(1, 0x223322, 0.5)
|
||||||
|
for (let i = 0; i <= GRID_TILES; i++) {
|
||||||
|
const p = i * TILE_SIZE
|
||||||
|
g.lineBetween(p, 0, p, worldPx)
|
||||||
|
g.lineBetween(0, p, worldPx, p)
|
||||||
|
}
|
||||||
|
|
||||||
|
// Crosshair markers
|
||||||
|
for (let tx = 0; tx <= GRID_TILES; tx += MARKER_EVERY) {
|
||||||
|
for (let ty = 0; ty <= GRID_TILES; ty += MARKER_EVERY) {
|
||||||
|
const px = tx * TILE_SIZE
|
||||||
|
const py = ty * TILE_SIZE
|
||||||
|
const isLabel = tx % LABEL_EVERY === 0 && ty % LABEL_EVERY === 0
|
||||||
|
const color = isLabel ? 0xffff00 : 0x00ff88
|
||||||
|
const arm = isLabel ? 10 : 6
|
||||||
|
|
||||||
|
g.lineStyle(1, color, isLabel ? 1.0 : 0.7)
|
||||||
|
g.lineBetween(px - arm, py, px + arm, py)
|
||||||
|
g.lineBetween(px, py - arm, px, py + arm)
|
||||||
|
|
||||||
|
g.fillStyle(color, 1.0)
|
||||||
|
g.fillCircle(px, py, isLabel ? 2.5 : 1.5)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Coordinate labels at LABEL_EVERY intersections
|
||||||
|
for (let tx = 0; tx <= GRID_TILES; tx += LABEL_EVERY) {
|
||||||
|
for (let ty = 0; ty <= GRID_TILES; ty += LABEL_EVERY) {
|
||||||
|
const label = this.add.text(
|
||||||
|
tx * TILE_SIZE + 4,
|
||||||
|
ty * TILE_SIZE + 4,
|
||||||
|
`${tx},${ty}`,
|
||||||
|
{ fontSize: '9px', color: '#ffff88', fontFamily: 'monospace' }
|
||||||
|
).setDepth(1)
|
||||||
|
this.worldObjects.push(label)
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// World border
|
||||||
|
g.lineStyle(2, 0xff4444, 1.0)
|
||||||
|
g.strokeRect(0, 0, worldPx, worldPx)
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Sets camera bounds and centers the view on the world.
|
||||||
|
*/
|
||||||
|
private setupCamera(): void {
|
||||||
|
const cam = this.cameras.main
|
||||||
|
const worldPx = GRID_TILES * TILE_SIZE
|
||||||
|
cam.setBounds(0, 0, worldPx, worldPx)
|
||||||
|
cam.scrollX = worldPx / 2 - cam.width / 2
|
||||||
|
cam.scrollY = worldPx / 2 - cam.height / 2
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Registers scroll wheel zoom and stores keyboard key references.
|
||||||
|
* Zoom uses cam.setZoom() only — pure Phaser default, anchors to camera center.
|
||||||
|
* Each zoom event is logged immediately with before/after state.
|
||||||
|
*/
|
||||||
|
private setupInput(): void {
|
||||||
|
const cam = this.cameras.main
|
||||||
|
const kb = this.input.keyboard!
|
||||||
|
|
||||||
|
this.keys = {
|
||||||
|
up: kb.addKey(Phaser.Input.Keyboard.KeyCodes.UP),
|
||||||
|
down: kb.addKey(Phaser.Input.Keyboard.KeyCodes.DOWN),
|
||||||
|
left: kb.addKey(Phaser.Input.Keyboard.KeyCodes.LEFT),
|
||||||
|
right: kb.addKey(Phaser.Input.Keyboard.KeyCodes.RIGHT),
|
||||||
|
w: kb.addKey(Phaser.Input.Keyboard.KeyCodes.W),
|
||||||
|
s: kb.addKey(Phaser.Input.Keyboard.KeyCodes.S),
|
||||||
|
a: kb.addKey(Phaser.Input.Keyboard.KeyCodes.A),
|
||||||
|
d: kb.addKey(Phaser.Input.Keyboard.KeyCodes.D),
|
||||||
|
tab: kb.addKey(Phaser.Input.Keyboard.KeyCodes.TAB),
|
||||||
|
}
|
||||||
|
|
||||||
|
;(this.keys.tab as unknown as { preventDefault: boolean }).preventDefault = true
|
||||||
|
this.keys.tab.on('down', () => {
|
||||||
|
this.scene.start('ZoomMouse')
|
||||||
|
})
|
||||||
|
|
||||||
|
this.input.on('wheel', (
|
||||||
|
ptr: Phaser.Input.Pointer,
|
||||||
|
_objs: unknown,
|
||||||
|
_dx: number,
|
||||||
|
dy: number
|
||||||
|
) => {
|
||||||
|
const zoomBefore = cam.zoom
|
||||||
|
const scrollXBefore = cam.scrollX
|
||||||
|
const scrollYBefore = cam.scrollY
|
||||||
|
|
||||||
|
const newZoom = Phaser.Math.Clamp(cam.zoom - Math.sign(dy) * ZOOM_STEP, MIN_ZOOM, MAX_ZOOM)
|
||||||
|
cam.setZoom(newZoom)
|
||||||
|
|
||||||
|
setTimeout(() => {
|
||||||
|
this.writeLog('zoom', {
|
||||||
|
direction: dy > 0 ? 'out' : 'in',
|
||||||
|
zoomBefore: +zoomBefore.toFixed(4),
|
||||||
|
zoomAfter: +cam.zoom.toFixed(4),
|
||||||
|
scrollX_before: +scrollXBefore.toFixed(2),
|
||||||
|
scrollY_before: +scrollYBefore.toFixed(2),
|
||||||
|
scrollX_after: +cam.scrollX.toFixed(2),
|
||||||
|
scrollY_after: +cam.scrollY.toFixed(2),
|
||||||
|
scrollX_delta: +(cam.scrollX - scrollXBefore).toFixed(2),
|
||||||
|
scrollY_delta: +(cam.scrollY - scrollYBefore).toFixed(2),
|
||||||
|
mouseScreen: { x: +ptr.x.toFixed(1), y: +ptr.y.toFixed(1) },
|
||||||
|
mouseWorld: { x: +ptr.worldX.toFixed(2), y: +ptr.worldY.toFixed(2) },
|
||||||
|
centerWorld_after: {
|
||||||
|
x: +(cam.scrollX + (cam.width / cam.zoom) / 2).toFixed(2),
|
||||||
|
y: +(cam.scrollY + (cam.height / cam.zoom) / 2).toFixed(2),
|
||||||
|
},
|
||||||
|
vpTiles_after: {
|
||||||
|
w: +((cam.width / cam.zoom) / TILE_SIZE).toFixed(3),
|
||||||
|
h: +((cam.height / cam.zoom) / TILE_SIZE).toFixed(3),
|
||||||
|
},
|
||||||
|
})
|
||||||
|
}, 0)
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Creates all HUD elements: log overlay and screen-center crosshair.
|
||||||
|
* All objects are registered in hudObjects for main-camera exclusion.
|
||||||
|
* Uses a dedicated HUD camera (zoom=1, fixed) so elements are never scaled.
|
||||||
|
*/
|
||||||
|
private createHUD(): void {
|
||||||
|
const w = this.scale.width
|
||||||
|
const h = this.scale.height
|
||||||
|
|
||||||
|
// Screen-center crosshair (red)
|
||||||
|
const cross = this.add.graphics()
|
||||||
|
const arm = 16
|
||||||
|
cross.lineStyle(1, 0xff2222, 0.9)
|
||||||
|
cross.lineBetween(w / 2 - arm, h / 2, w / 2 + arm, h / 2)
|
||||||
|
cross.lineBetween(w / 2, h / 2 - arm, w / 2, h / 2 + arm)
|
||||||
|
cross.fillStyle(0xff2222, 1.0)
|
||||||
|
cross.fillCircle(w / 2, h / 2, 2)
|
||||||
|
this.hudObjects.push(cross)
|
||||||
|
|
||||||
|
// Log text overlay
|
||||||
|
this.logText = this.add.text(10, 10, '', {
|
||||||
|
fontSize: '13px',
|
||||||
|
color: '#e8e8e8',
|
||||||
|
backgroundColor: '#000000bb',
|
||||||
|
padding: { x: 10, y: 8 },
|
||||||
|
lineSpacing: 3,
|
||||||
|
fontFamily: 'monospace',
|
||||||
|
}).setDepth(100)
|
||||||
|
this.hudObjects.push(this.logText)
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Adds a dedicated HUD camera (zoom=1, no scroll) and separates
|
||||||
|
* world objects from HUD objects so neither camera renders both layers.
|
||||||
|
*/
|
||||||
|
private setupCameras(): void {
|
||||||
|
this.hudCamera = this.cameras.add(0, 0, this.scale.width, this.scale.height)
|
||||||
|
this.hudCamera.setScroll(0, 0)
|
||||||
|
this.hudCamera.setZoom(1)
|
||||||
|
|
||||||
|
this.cameras.main.ignore(this.hudObjects)
|
||||||
|
this.hudCamera.ignore(this.worldObjects)
|
||||||
|
}
|
||||||
|
|
||||||
|
update(_time: number, delta: number): void {
|
||||||
|
this.handleKeyboard(delta)
|
||||||
|
this.updateOverlay()
|
||||||
|
|
||||||
|
this.snapshotTimer += delta
|
||||||
|
if (this.snapshotTimer >= SNAPSHOT_EVERY) {
|
||||||
|
this.snapshotTimer = 0
|
||||||
|
this.writeSnapshot()
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Moves camera with WASD / arrow keys at CAMERA_SPEED px/s (world space).
|
||||||
|
* @param delta - Frame delta in milliseconds
|
||||||
|
*/
|
||||||
|
private handleKeyboard(delta: number): void {
|
||||||
|
const cam = this.cameras.main
|
||||||
|
const speed = CAMERA_SPEED * (delta / 1000) / cam.zoom
|
||||||
|
const worldPx = GRID_TILES * TILE_SIZE
|
||||||
|
|
||||||
|
let dx = 0, dy = 0
|
||||||
|
if (this.keys.left.isDown || this.keys.a.isDown) dx -= speed
|
||||||
|
if (this.keys.right.isDown || this.keys.d.isDown) dx += speed
|
||||||
|
if (this.keys.up.isDown || this.keys.w.isDown) dy -= speed
|
||||||
|
if (this.keys.down.isDown || this.keys.s.isDown) dy += speed
|
||||||
|
|
||||||
|
if (dx !== 0 && dy !== 0) { dx *= 0.707; dy *= 0.707 }
|
||||||
|
|
||||||
|
cam.scrollX = Phaser.Math.Clamp(cam.scrollX + dx, 0, worldPx - cam.width / cam.zoom)
|
||||||
|
cam.scrollY = Phaser.Math.Clamp(cam.scrollY + dy, 0, worldPx - cam.height / cam.zoom)
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Recomputes and renders all diagnostic values to the HUD overlay each frame.
|
||||||
|
*/
|
||||||
|
private updateOverlay(): void {
|
||||||
|
const cam = this.cameras.main
|
||||||
|
const ptr = this.input.activePointer
|
||||||
|
|
||||||
|
const vpWidthPx = cam.width / cam.zoom
|
||||||
|
const vpHeightPx = cam.height / cam.zoom
|
||||||
|
const vpWidthTiles = vpWidthPx / TILE_SIZE
|
||||||
|
const vpHeightTiles = vpHeightPx / TILE_SIZE
|
||||||
|
// Phaser zooms from screen center: visual center = scrollX + screenWidth/2
|
||||||
|
const centerWorldX = cam.scrollX + cam.width / 2
|
||||||
|
const centerWorldY = cam.scrollY + cam.height / 2
|
||||||
|
const mouseTileX = Math.floor(ptr.worldX / TILE_SIZE)
|
||||||
|
const mouseTileY = Math.floor(ptr.worldY / TILE_SIZE)
|
||||||
|
const centerTileX = Math.floor(centerWorldX / TILE_SIZE)
|
||||||
|
const centerTileY = Math.floor(centerWorldY / TILE_SIZE)
|
||||||
|
const renderer = this.game.renderer.type === Phaser.WEBGL ? 'WebGL' : 'Canvas'
|
||||||
|
|
||||||
|
const lines = [
|
||||||
|
'── ZOOM TEST [Phaser default] ──',
|
||||||
|
'',
|
||||||
|
`Zoom: ${cam.zoom.toFixed(4)}`,
|
||||||
|
`scrollX / scrollY: ${cam.scrollX.toFixed(2)} / ${cam.scrollY.toFixed(2)}`,
|
||||||
|
'',
|
||||||
|
`Viewport (screen): ${cam.width} × ${cam.height} px`,
|
||||||
|
`Viewport (world): ${vpWidthPx.toFixed(2)} × ${vpHeightPx.toFixed(2)} px`,
|
||||||
|
`Viewport (tiles): ${vpWidthTiles.toFixed(3)} × ${vpHeightTiles.toFixed(3)}`,
|
||||||
|
'',
|
||||||
|
`Center world: ${centerWorldX.toFixed(2)}, ${centerWorldY.toFixed(2)}`,
|
||||||
|
`Center tile: ${centerTileX}, ${centerTileY}`,
|
||||||
|
'',
|
||||||
|
`Mouse screen: ${ptr.x.toFixed(1)}, ${ptr.y.toFixed(1)}`,
|
||||||
|
`Mouse world: ${ptr.worldX.toFixed(2)}, ${ptr.worldY.toFixed(2)}`,
|
||||||
|
`Mouse tile: ${mouseTileX}, ${mouseTileY}`,
|
||||||
|
'',
|
||||||
|
`Canvas: ${this.scale.width} × ${this.scale.height} px`,
|
||||||
|
`TILE_SIZE: ${TILE_SIZE} px`,
|
||||||
|
`roundPixels: ${(this.game.renderer.config as Record<string, unknown>)['roundPixels']}`,
|
||||||
|
`Renderer: ${renderer}`,
|
||||||
|
'',
|
||||||
|
'[Scroll] Zoom [WASD / ↑↓←→] Pan [Tab] → Mouse',
|
||||||
|
]
|
||||||
|
|
||||||
|
this.logText.setText(lines)
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Writes a periodic full-state snapshot to the log.
|
||||||
|
*/
|
||||||
|
private writeSnapshot(): void {
|
||||||
|
const cam = this.cameras.main
|
||||||
|
const ptr = this.input.activePointer
|
||||||
|
const vpW = cam.width / cam.zoom
|
||||||
|
const vpH = cam.height / cam.zoom
|
||||||
|
|
||||||
|
this.writeLog('snapshot', {
|
||||||
|
zoom: +cam.zoom.toFixed(4),
|
||||||
|
scrollX: +cam.scrollX.toFixed(2),
|
||||||
|
scrollY: +cam.scrollY.toFixed(2),
|
||||||
|
vpScreen: { w: cam.width, h: cam.height },
|
||||||
|
vpWorld: { w: +vpW.toFixed(2), h: +vpH.toFixed(2) },
|
||||||
|
vpTiles: { w: +((vpW / TILE_SIZE).toFixed(3)), h: +((vpH / TILE_SIZE).toFixed(3)) },
|
||||||
|
centerWorld: {
|
||||||
|
x: +(cam.scrollX + cam.width / 2).toFixed(2),
|
||||||
|
y: +(cam.scrollY + cam.height / 2).toFixed(2),
|
||||||
|
},
|
||||||
|
mouse: {
|
||||||
|
screen: { x: +ptr.x.toFixed(1), y: +ptr.y.toFixed(1) },
|
||||||
|
world: { x: +ptr.worldX.toFixed(2), y: +ptr.worldY.toFixed(2) },
|
||||||
|
},
|
||||||
|
})
|
||||||
|
}
|
||||||
|
|
||||||
|
/**
|
||||||
|
* POSTs a structured log entry to the Vite dev server middleware.
|
||||||
|
* Written to game-test.log in the project root.
|
||||||
|
* @param event - Event type label
|
||||||
|
* @param data - Payload object to serialize as JSON
|
||||||
|
*/
|
||||||
|
private writeLog(event: string, data: Record<string, unknown>): void {
|
||||||
|
const entry = JSON.stringify({ t: Date.now(), event, ...data })
|
||||||
|
fetch('/api/log', {
|
||||||
|
method: 'POST',
|
||||||
|
headers: { 'Content-Type': 'text/plain' },
|
||||||
|
body: entry,
|
||||||
|
}).catch(() => { /* swallow if dev server not running */ })
|
||||||
|
}
|
||||||
|
}
|
||||||
22
src/test/main.ts
Normal file
22
src/test/main.ts
Normal file
@@ -0,0 +1,22 @@
|
|||||||
|
import Phaser from 'phaser'
|
||||||
|
import { ZoomTestScene } from './ZoomTestScene'
|
||||||
|
import { ZoomMouseScene } from './ZoomMouseScene'
|
||||||
|
|
||||||
|
const config: Phaser.Types.Core.GameConfig = {
|
||||||
|
type: Phaser.AUTO,
|
||||||
|
width: window.innerWidth,
|
||||||
|
height: window.innerHeight,
|
||||||
|
backgroundColor: '#0d1a0d',
|
||||||
|
scene: [ZoomTestScene, ZoomMouseScene],
|
||||||
|
scale: {
|
||||||
|
mode: Phaser.Scale.RESIZE,
|
||||||
|
autoCenter: Phaser.Scale.CENTER_BOTH,
|
||||||
|
},
|
||||||
|
render: {
|
||||||
|
pixelArt: false,
|
||||||
|
antialias: true,
|
||||||
|
roundPixels: true,
|
||||||
|
},
|
||||||
|
}
|
||||||
|
|
||||||
|
new Phaser.Game(config)
|
||||||
16
test.html
Normal file
16
test.html
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
<!DOCTYPE html>
|
||||||
|
<html lang="en">
|
||||||
|
<head>
|
||||||
|
<meta charset="UTF-8" />
|
||||||
|
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
|
||||||
|
<title>Game — Test Scenes</title>
|
||||||
|
<style>
|
||||||
|
* { margin: 0; padding: 0; box-sizing: border-box; }
|
||||||
|
body { background: #000; overflow: hidden; display: flex; justify-content: center; align-items: center; height: 100vh; }
|
||||||
|
canvas { display: block; }
|
||||||
|
</style>
|
||||||
|
</head>
|
||||||
|
<body>
|
||||||
|
<script type="module" src="/src/test/main.ts"></script>
|
||||||
|
</body>
|
||||||
|
</html>
|
||||||
@@ -1,12 +1,47 @@
|
|||||||
import { defineConfig } from 'vite'
|
import { defineConfig } from 'vite'
|
||||||
|
import { resolve } from 'path'
|
||||||
|
import fs from 'fs'
|
||||||
|
|
||||||
|
const LOG_FILE = resolve(__dirname, 'game-test.log')
|
||||||
|
|
||||||
export default defineConfig({
|
export default defineConfig({
|
||||||
server: {
|
server: {
|
||||||
port: 3000,
|
port: 3000,
|
||||||
host: true
|
host: true,
|
||||||
},
|
},
|
||||||
build: {
|
plugins: [
|
||||||
outDir: 'dist',
|
{
|
||||||
assetsInlineLimit: 0
|
name: 'game-logger',
|
||||||
|
configureServer(server) {
|
||||||
|
server.middlewares.use('/api/log', (req, res) => {
|
||||||
|
if (req.method === 'POST') {
|
||||||
|
let body = ''
|
||||||
|
req.on('data', chunk => { body += chunk })
|
||||||
|
req.on('end', () => {
|
||||||
|
fs.appendFileSync(LOG_FILE, body + '\n', 'utf8')
|
||||||
|
res.writeHead(200)
|
||||||
|
res.end('ok')
|
||||||
|
})
|
||||||
|
} else if (req.method === 'DELETE') {
|
||||||
|
fs.writeFileSync(LOG_FILE, '', 'utf8')
|
||||||
|
res.writeHead(200)
|
||||||
|
res.end('cleared')
|
||||||
|
} else {
|
||||||
|
res.writeHead(405)
|
||||||
|
res.end()
|
||||||
}
|
}
|
||||||
})
|
})
|
||||||
|
},
|
||||||
|
},
|
||||||
|
],
|
||||||
|
build: {
|
||||||
|
outDir: 'dist',
|
||||||
|
assetsInlineLimit: 0,
|
||||||
|
rollupOptions: {
|
||||||
|
input: {
|
||||||
|
main: resolve(__dirname, 'index.html'),
|
||||||
|
test: resolve(__dirname, 'test.html'),
|
||||||
|
},
|
||||||
|
},
|
||||||
|
},
|
||||||
|
})
|
||||||
|
|||||||
Reference in New Issue
Block a user