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feature/es
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2
.gitignore
vendored
2
.gitignore
vendored
@@ -1,2 +1,4 @@
|
||||
node_modules/
|
||||
dist/
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||||
game-test.log
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||||
.claude/
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||||
|
||||
13
CHANGELOG.md
13
CHANGELOG.md
@@ -7,6 +7,13 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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||||
|
||||
## [Unreleased]
|
||||
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||||
### Added
|
||||
- **ESC Menu**: pressing ESC when no overlay is open shows a pause menu with Save Game, Load Game, Settings (placeholder), and New Game; New Game requires confirmation before wiping the save
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||||
- ESC key now follows a priority stack: confirmation dialog → context menu → build menu → villager panel → ESC menu → (build/farm mode handled by their systems) → open ESC menu
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||||
|
||||
### Added
|
||||
- **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)
|
||||
|
||||
### Fixed
|
||||
- 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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||||
@@ -20,6 +27,12 @@ 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)
|
||||
|
||||
### Added
|
||||
- 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
|
||||
- `getCenterWorld()` in `CameraSystem` returned wrong world coordinates at zoom ≠ 1; corrected from `scrollX + width/(2·zoom)` to `scrollX + width/2`
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||||
- Right-click context menu: suppresses browser default, shows Build and Nisse actions in the game world
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- Initial project setup: Phaser 3 + TypeScript + Vite
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- Core scenes: `BootScene`, `GameScene`, `UIScene`
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||||
|
||||
11
CLAUDE.md
11
CLAUDE.md
@@ -1,5 +1,16 @@
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||||
# CLAUDE.md — Game Project
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||||
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||||
## ⚠️ Important: Session Start Location
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|
||||
**Claude Code must be started from `~` (home directory), NOT from `~/game`.**
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|
||||
If you are reading this and the working directory is `/home/tekki/game`, please let the user know:
|
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> "Heads up: you've started me from inside `~/game`. Please exit and restart from your home directory (`~`) so that `.claude/` settings and memory stay outside the repo."
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||||
|
||||
`.claude/` directories inside `~/game` are gitignored and must stay that way — no settings, tokens, or memory files belong in the project repo.
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|
||||
---
|
||||
|
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## Project Overview
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||||
|
||||
A browser-based top-down game built with **Phaser 3** and **TypeScript**, bundled via **Vite**.
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||||
|
||||
@@ -9,6 +9,7 @@ import { ResourceSystem } from '../systems/ResourceSystem'
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import { BuildingSystem } from '../systems/BuildingSystem'
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import { FarmingSystem } from '../systems/FarmingSystem'
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import { VillagerSystem } from '../systems/VillagerSystem'
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import { DebugSystem } from '../systems/DebugSystem'
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|
||||
export class GameScene extends Phaser.Scene {
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private adapter!: LocalAdapter
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||||
@@ -18,11 +19,16 @@ export class GameScene extends Phaser.Scene {
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private buildingSystem!: BuildingSystem
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private farmingSystem!: FarmingSystem
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villagerSystem!: VillagerSystem
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debugSystem!: DebugSystem
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private autosaveTimer = 0
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private menuOpen = false
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||||
|
||||
constructor() { super({ key: 'Game' }) }
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||||
|
||||
/**
|
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* Initialises all game systems, wires up inter-system events,
|
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* launches the UI scene overlay, and starts the autosave timer.
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||||
*/
|
||||
create(): void {
|
||||
this.adapter = new LocalAdapter()
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||||
|
||||
@@ -33,6 +39,7 @@ export class GameScene extends Phaser.Scene {
|
||||
this.farmingSystem = new FarmingSystem(this, this.adapter)
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||||
this.villagerSystem = new VillagerSystem(this, this.adapter, this.worldSystem)
|
||||
this.villagerSystem.init(this.resourceSystem, this.farmingSystem)
|
||||
this.debugSystem = new DebugSystem(this, this.villagerSystem, this.worldSystem)
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||||
|
||||
this.worldSystem.create()
|
||||
this.renderPersistentObjects()
|
||||
@@ -56,6 +63,8 @@ export class GameScene extends Phaser.Scene {
|
||||
this.villagerSystem.create()
|
||||
this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg)
|
||||
|
||||
this.debugSystem.create()
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||||
|
||||
// Sync tile changes and building visuals through adapter
|
||||
this.adapter.onAction = (action) => {
|
||||
if (action.type === 'CHANGE_TILE') {
|
||||
@@ -74,10 +83,17 @@ export class GameScene extends Phaser.Scene {
|
||||
this.events.on('updatePriorities', (villagerId: string, priorities: { chop: number; mine: number; farm: number }) => {
|
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this.adapter.send({ type: 'UPDATE_PRIORITIES', villagerId, priorities })
|
||||
})
|
||||
this.events.on('debugToggle', () => this.debugSystem.toggle())
|
||||
|
||||
this.autosaveTimer = AUTOSAVE_INTERVAL
|
||||
}
|
||||
|
||||
/**
|
||||
* Main game loop: updates all systems and emits the cameraMoved event for the UI.
|
||||
* Skips system updates while a menu is open.
|
||||
* @param _time - Total elapsed time (unused)
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
update(_time: number, delta: number): void {
|
||||
if (this.menuOpen) return
|
||||
|
||||
@@ -86,6 +102,7 @@ export class GameScene extends Phaser.Scene {
|
||||
this.resourceSystem.update(delta)
|
||||
this.farmingSystem.update(delta)
|
||||
this.villagerSystem.update(delta)
|
||||
this.debugSystem.update()
|
||||
|
||||
this.events.emit('cameraMoved', this.cameraSystem.getCenterTile())
|
||||
this.buildingSystem.update()
|
||||
@@ -119,6 +136,7 @@ export class GameScene extends Phaser.Scene {
|
||||
}
|
||||
}
|
||||
|
||||
/** Saves game state and destroys all systems cleanly on scene shutdown. */
|
||||
shutdown(): void {
|
||||
stateManager.save()
|
||||
this.worldSystem.destroy()
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
import Phaser from 'phaser'
|
||||
import type { BuildingType, JobPriorities } from '../types'
|
||||
import type { FarmingTool } from '../systems/FarmingSystem'
|
||||
import type { DebugData } from '../systems/DebugSystem'
|
||||
import { stateManager } from '../StateManager'
|
||||
|
||||
const ITEM_ICONS: Record<string, string> = {
|
||||
@@ -28,9 +29,19 @@ export class UIScene extends Phaser.Scene {
|
||||
private contextMenuVisible = false
|
||||
private inBuildMode = false
|
||||
private inFarmMode = false
|
||||
private debugPanelText!: Phaser.GameObjects.Text
|
||||
private debugActive = false
|
||||
private escMenuGroup!: Phaser.GameObjects.Group
|
||||
private escMenuVisible = false
|
||||
private confirmGroup!: Phaser.GameObjects.Group
|
||||
private confirmVisible = false
|
||||
|
||||
constructor() { super({ key: 'UI' }) }
|
||||
|
||||
/**
|
||||
* Creates all HUD elements, wires up game scene events, and registers
|
||||
* keyboard shortcuts (B, V, F3, ESC).
|
||||
*/
|
||||
create(): void {
|
||||
this.createStockpilePanel()
|
||||
this.createHintText()
|
||||
@@ -39,6 +50,7 @@ export class UIScene extends Phaser.Scene {
|
||||
this.createBuildModeIndicator()
|
||||
this.createFarmToolIndicator()
|
||||
this.createCoordsDisplay()
|
||||
this.createDebugPanel()
|
||||
|
||||
const gameScene = this.scene.get('Game')
|
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gameScene.events.on('buildModeChanged', (a: boolean, b: BuildingType) => this.onBuildModeChanged(a, b))
|
||||
@@ -51,11 +63,15 @@ export class UIScene extends Phaser.Scene {
|
||||
.on('down', () => gameScene.events.emit('uiRequestBuildMenu'))
|
||||
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.V)
|
||||
.on('down', () => this.toggleVillagerPanel())
|
||||
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.F3)
|
||||
.on('down', () => this.toggleDebugPanel())
|
||||
|
||||
this.scale.on('resize', () => this.repositionUI())
|
||||
|
||||
this.input.mouse!.disableContextMenu()
|
||||
this.contextMenuGroup = this.add.group()
|
||||
this.escMenuGroup = this.add.group()
|
||||
this.confirmGroup = this.add.group()
|
||||
|
||||
this.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
|
||||
if (ptr.rightButtonDown()) {
|
||||
@@ -68,17 +84,25 @@ export class UIScene extends Phaser.Scene {
|
||||
})
|
||||
|
||||
this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.ESC)
|
||||
.on('down', () => this.hideContextMenu())
|
||||
.on('down', () => this.handleEsc())
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the stockpile display, toast fade timer, population count,
|
||||
* and the debug panel each frame.
|
||||
* @param _t - Total elapsed time (unused)
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
update(_t: number, delta: number): void {
|
||||
this.updateStockpile()
|
||||
this.updateToast(delta)
|
||||
this.updatePopText()
|
||||
if (this.debugActive) this.updateDebugPanel()
|
||||
}
|
||||
|
||||
// ─── Stockpile ────────────────────────────────────────────────────────────
|
||||
|
||||
/** Creates the stockpile panel in the top-right corner with item rows and population count. */
|
||||
private createStockpilePanel(): void {
|
||||
const x = this.scale.width - 178, y = 10
|
||||
this.stockpilePanel = this.add.rectangle(x, y, 168, 165, 0x000000, 0.72).setOrigin(0, 0).setScrollFactor(0).setDepth(100)
|
||||
@@ -91,6 +115,7 @@ 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)
|
||||
}
|
||||
|
||||
/** Refreshes all item quantities and colors in the stockpile panel. */
|
||||
private updateStockpile(): void {
|
||||
const sp = stateManager.getState().world.stockpile
|
||||
for (const [item, t] of this.stockpileTexts) {
|
||||
@@ -100,6 +125,7 @@ export class UIScene extends Phaser.Scene {
|
||||
}
|
||||
}
|
||||
|
||||
/** Updates the Nisse population / bed capacity counter. */
|
||||
private updatePopText(): void {
|
||||
const state = stateManager.getState()
|
||||
const beds = Object.values(state.world.buildings).filter(b => b.kind === 'bed').length
|
||||
@@ -109,6 +135,7 @@ export class UIScene extends Phaser.Scene {
|
||||
|
||||
// ─── Hint ─────────────────────────────────────────────────────────────────
|
||||
|
||||
/** Creates the centered hint text element near the bottom of the screen. */
|
||||
private createHintText(): void {
|
||||
this.hintText = this.add.text(this.scale.width / 2, this.scale.height - 40, '', {
|
||||
fontSize: '14px', color: '#ffff88', fontFamily: 'monospace',
|
||||
@@ -118,6 +145,7 @@ export class UIScene extends Phaser.Scene {
|
||||
|
||||
// ─── Toast ────────────────────────────────────────────────────────────────
|
||||
|
||||
/** Creates the toast notification text element (top center, initially hidden). */
|
||||
private createToast(): void {
|
||||
this.toastText = this.add.text(this.scale.width / 2, 60, '', {
|
||||
fontSize: '15px', color: '#88ff88', fontFamily: 'monospace',
|
||||
@@ -125,8 +153,16 @@ export class UIScene extends Phaser.Scene {
|
||||
}).setOrigin(0.5, 0).setScrollFactor(0).setDepth(102).setAlpha(0)
|
||||
}
|
||||
|
||||
/**
|
||||
* Displays a toast message for 2.2 seconds then fades it out.
|
||||
* @param msg - Message to display
|
||||
*/
|
||||
showToast(msg: string): void { this.toastText.setText(msg).setAlpha(1); this.toastTimer = 2200 }
|
||||
|
||||
/**
|
||||
* Counts down the toast timer and triggers the fade-out tween when it expires.
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
private updateToast(delta: number): void {
|
||||
if (this.toastTimer <= 0) return
|
||||
this.toastTimer -= delta
|
||||
@@ -135,6 +171,7 @@ export class UIScene extends Phaser.Scene {
|
||||
|
||||
// ─── Build Menu ───────────────────────────────────────────────────────────
|
||||
|
||||
/** Creates and hides the build menu with buttons for each available building type. */
|
||||
private createBuildMenu(): void {
|
||||
this.buildMenuGroup = this.add.group()
|
||||
const buildings: { kind: BuildingType; label: string; cost: string }[] = [
|
||||
@@ -162,12 +199,18 @@ export class UIScene extends Phaser.Scene {
|
||||
this.buildMenuGroup.setVisible(false)
|
||||
}
|
||||
|
||||
/** Toggles the build menu open or closed. */
|
||||
private toggleBuildMenu(): void { this.buildMenuVisible ? this.closeBuildMenu() : this.openBuildMenu() }
|
||||
|
||||
/** Opens the build menu and notifies GameScene that a menu is active. */
|
||||
private openBuildMenu(): void { this.buildMenuVisible = true; this.buildMenuGroup.setVisible(true); this.scene.get('Game').events.emit('uiMenuOpen') }
|
||||
|
||||
/** Closes the build menu and notifies GameScene that no menu is active. */
|
||||
private closeBuildMenu(): void { this.buildMenuVisible = false; this.buildMenuGroup.setVisible(false); this.scene.get('Game').events.emit('uiMenuClose') }
|
||||
|
||||
// ─── Villager Panel (V key) ───────────────────────────────────────────────
|
||||
|
||||
/** Toggles the Nisse management panel open or closed. */
|
||||
private toggleVillagerPanel(): void {
|
||||
if (this.villagerPanelVisible) {
|
||||
this.closeVillagerPanel()
|
||||
@@ -176,18 +219,24 @@ export class UIScene extends Phaser.Scene {
|
||||
}
|
||||
}
|
||||
|
||||
/** Opens the Nisse panel, builds its contents, and notifies GameScene. */
|
||||
private openVillagerPanel(): void {
|
||||
this.villagerPanelVisible = true
|
||||
this.buildVillagerPanel()
|
||||
this.scene.get('Game').events.emit('uiMenuOpen')
|
||||
}
|
||||
|
||||
/** Closes and destroys the Nisse panel and notifies GameScene. */
|
||||
private closeVillagerPanel(): void {
|
||||
this.villagerPanelVisible = false
|
||||
this.villagerPanelGroup?.destroy(true)
|
||||
this.scene.get('Game').events.emit('uiMenuClose')
|
||||
}
|
||||
|
||||
/**
|
||||
* Destroys and rebuilds the Nisse panel from current state.
|
||||
* Shows name, status, energy bar, and job priority buttons per Nisse.
|
||||
*/
|
||||
private buildVillagerPanel(): void {
|
||||
if (this.villagerPanelGroup) this.villagerPanelGroup.destroy(true)
|
||||
this.villagerPanelGroup = this.add.group()
|
||||
@@ -266,9 +315,16 @@ export class UIScene extends Phaser.Scene {
|
||||
|
||||
// ─── Build mode indicator ─────────────────────────────────────────────────
|
||||
|
||||
/** Creates the build-mode indicator text in the top-left corner (initially hidden). */
|
||||
private createBuildModeIndicator(): void {
|
||||
this.buildModeText = this.add.text(10, 10, '', { fontSize: '13px', color: '#ffff00', fontFamily: 'monospace', backgroundColor: '#00000099', padding: { x: 8, y: 4 } }).setScrollFactor(0).setDepth(100).setVisible(false)
|
||||
}
|
||||
|
||||
/**
|
||||
* Shows or hides the build-mode indicator based on whether build mode is active.
|
||||
* @param active - Whether build mode is currently active
|
||||
* @param building - The selected building type
|
||||
*/
|
||||
private onBuildModeChanged(active: boolean, building: BuildingType): void {
|
||||
this.inBuildMode = active
|
||||
this.buildModeText.setText(active ? `🏗 BUILD: ${building.toUpperCase()} [RMB/ESC cancel]` : '').setVisible(active)
|
||||
@@ -276,9 +332,16 @@ export class UIScene extends Phaser.Scene {
|
||||
|
||||
// ─── Farm tool indicator ──────────────────────────────────────────────────
|
||||
|
||||
/** Creates the farm-tool indicator text below the build-mode indicator (initially hidden). */
|
||||
private createFarmToolIndicator(): void {
|
||||
this.farmToolText = this.add.text(10, 44, '', { fontSize: '13px', color: '#aaffaa', fontFamily: 'monospace', backgroundColor: '#00000099', padding: { x: 8, y: 4 } }).setScrollFactor(0).setDepth(100).setVisible(false)
|
||||
}
|
||||
|
||||
/**
|
||||
* Shows or hides the farm-tool indicator and updates the active tool label.
|
||||
* @param tool - Currently selected farm tool
|
||||
* @param label - Human-readable label for the tool
|
||||
*/
|
||||
private onFarmToolChanged(tool: FarmingTool, label: string): void {
|
||||
this.inFarmMode = tool !== 'none'
|
||||
this.farmToolText.setText(tool === 'none' ? '' : `[F] Farm: ${label} [RMB cancel]`).setVisible(tool !== 'none')
|
||||
@@ -286,16 +349,88 @@ export class UIScene extends Phaser.Scene {
|
||||
|
||||
// ─── Coords + controls ────────────────────────────────────────────────────
|
||||
|
||||
/** Creates the tile-coordinate display and controls hint at the bottom-left. */
|
||||
private createCoordsDisplay(): void {
|
||||
this.coordsText = this.add.text(10, this.scale.height - 24, '', { fontSize: '11px', color: '#666666', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(100)
|
||||
this.controlsHintText = this.add.text(10, this.scale.height - 42, '[WASD] Pan [Scroll] Zoom [F] Farm [B] Build [V] Nisse', {
|
||||
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 }
|
||||
}).setScrollFactor(0).setDepth(100)
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates the tile-coordinate display when the camera moves.
|
||||
* @param pos - Tile position of the camera center
|
||||
*/
|
||||
private onCameraMoved(pos: { tileX: number; tileY: number }): void {
|
||||
this.coordsText.setText(`Tile: ${pos.tileX}, ${pos.tileY}`)
|
||||
}
|
||||
|
||||
// ─── Debug Panel (F3) ─────────────────────────────────────────────────────
|
||||
|
||||
/** Creates the debug panel text object (initially hidden). */
|
||||
private createDebugPanel(): void {
|
||||
this.debugPanelText = this.add.text(10, 80, '', {
|
||||
fontSize: '12px',
|
||||
color: '#cccccc',
|
||||
backgroundColor: '#000000cc',
|
||||
padding: { x: 8, y: 6 },
|
||||
lineSpacing: 2,
|
||||
fontFamily: 'monospace',
|
||||
}).setScrollFactor(0).setDepth(150).setVisible(false)
|
||||
}
|
||||
|
||||
/** Toggles the debug panel and notifies GameScene to toggle the pathfinding overlay. */
|
||||
private toggleDebugPanel(): void {
|
||||
this.debugActive = !this.debugActive
|
||||
this.debugPanelText.setVisible(this.debugActive)
|
||||
this.scene.get('Game').events.emit('debugToggle')
|
||||
}
|
||||
|
||||
/**
|
||||
* Reads current debug data from DebugSystem and updates the panel text.
|
||||
* Called every frame while debug mode is active.
|
||||
*/
|
||||
private updateDebugPanel(): void {
|
||||
const gameScene = this.scene.get('Game') as any
|
||||
const debugSystem = gameScene.debugSystem
|
||||
if (!debugSystem?.isActive()) return
|
||||
|
||||
const ptr = this.input.activePointer
|
||||
const data = debugSystem.getDebugData(ptr) as DebugData
|
||||
|
||||
const resLine = data.resourcesOnTile.length > 0
|
||||
? data.resourcesOnTile.map(r => `${r.kind} (hp:${r.hp})`).join(', ')
|
||||
: '—'
|
||||
const bldLine = data.buildingsOnTile.length > 0 ? data.buildingsOnTile.join(', ') : '—'
|
||||
const cropLine = data.cropsOnTile.length > 0
|
||||
? data.cropsOnTile.map(c => `${c.kind} (${c.stage}/${c.maxStage})`).join(', ')
|
||||
: '—'
|
||||
const { idle, walking, working, sleeping } = data.nisseByState
|
||||
const { chop, mine, farm } = data.jobsByType
|
||||
|
||||
this.debugPanelText.setText([
|
||||
'── F3 DEBUG ──────────────────',
|
||||
`FPS: ${data.fps}`,
|
||||
'',
|
||||
`Mouse world: ${data.mouseWorld.x.toFixed(1)}, ${data.mouseWorld.y.toFixed(1)}`,
|
||||
`Mouse tile: ${data.mouseTile.tileX}, ${data.mouseTile.tileY}`,
|
||||
`Tile type: ${data.tileType}`,
|
||||
`Resources: ${resLine}`,
|
||||
`Buildings: ${bldLine}`,
|
||||
`Crops: ${cropLine}`,
|
||||
'',
|
||||
`Nisse: ${data.nisseTotal} total`,
|
||||
` idle: ${idle} walking: ${walking} working: ${working} sleeping: ${sleeping}`,
|
||||
'',
|
||||
`Jobs active:`,
|
||||
` chop: ${chop} mine: ${mine} farm: ${farm}`,
|
||||
'',
|
||||
`Paths: ${data.activePaths} (cyan lines in world)`,
|
||||
'',
|
||||
'[F3] close',
|
||||
])
|
||||
}
|
||||
|
||||
// ─── Context Menu ─────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
@@ -359,6 +494,179 @@ export class UIScene extends Phaser.Scene {
|
||||
this.scene.get('Game').events.emit('uiMenuClose')
|
||||
}
|
||||
|
||||
// ─── ESC key handler ──────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Handles ESC key presses with a priority stack:
|
||||
* confirm dialog → context menu → build menu → villager panel →
|
||||
* esc menu → build/farm mode (handled by their own systems) → open ESC menu.
|
||||
*/
|
||||
private handleEsc(): void {
|
||||
if (this.confirmVisible) { this.hideConfirm(); return }
|
||||
if (this.contextMenuVisible) { this.hideContextMenu(); return }
|
||||
if (this.buildMenuVisible) { this.closeBuildMenu(); return }
|
||||
if (this.villagerPanelVisible){ this.closeVillagerPanel(); return }
|
||||
if (this.escMenuVisible) { this.closeEscMenu(); return }
|
||||
// Build/farm mode: let BuildingSystem / FarmingSystem handle their own ESC key.
|
||||
// We only skip opening the ESC menu while those modes are active.
|
||||
if (this.inBuildMode || this.inFarmMode) return
|
||||
this.openEscMenu()
|
||||
}
|
||||
|
||||
// ─── ESC Menu ─────────────────────────────────────────────────────────────
|
||||
|
||||
/** Opens the ESC pause menu (New Game / Save / Load / Settings). */
|
||||
private openEscMenu(): void {
|
||||
if (this.escMenuVisible) return
|
||||
this.escMenuVisible = true
|
||||
this.scene.get('Game').events.emit('uiMenuOpen')
|
||||
this.buildEscMenu()
|
||||
}
|
||||
|
||||
/** Closes and destroys the ESC menu. */
|
||||
private closeEscMenu(): void {
|
||||
if (!this.escMenuVisible) return
|
||||
this.escMenuVisible = false
|
||||
this.escMenuGroup.destroy(true)
|
||||
this.escMenuGroup = this.add.group()
|
||||
this.scene.get('Game').events.emit('uiMenuClose')
|
||||
}
|
||||
|
||||
/** Builds the ESC menu UI elements. */
|
||||
private buildEscMenu(): void {
|
||||
if (this.escMenuGroup) this.escMenuGroup.destroy(true)
|
||||
this.escMenuGroup = this.add.group()
|
||||
|
||||
const menuW = 240
|
||||
const btnH = 40
|
||||
const entries: { label: string; action: () => void }[] = [
|
||||
{ label: '💾 Save Game', action: () => this.doSaveGame() },
|
||||
{ label: '📂 Load Game', action: () => this.doLoadGame() },
|
||||
{ label: '⚙️ Settings', action: () => this.doSettings() },
|
||||
{ label: '🆕 New Game', action: () => this.doNewGame() },
|
||||
]
|
||||
const menuH = 16 + entries.length * (btnH + 8) + 8
|
||||
const mx = this.scale.width / 2 - menuW / 2
|
||||
const my = this.scale.height / 2 - menuH / 2
|
||||
|
||||
const bg = this.add.rectangle(mx, my, menuW, menuH, 0x0a0a0a, 0.95)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(400)
|
||||
this.escMenuGroup.add(bg)
|
||||
this.escMenuGroup.add(
|
||||
this.add.text(mx + menuW / 2, my + 12, 'MENU [ESC] close', {
|
||||
fontSize: '11px', color: '#666666', fontFamily: 'monospace',
|
||||
}).setOrigin(0.5, 0).setScrollFactor(0).setDepth(401)
|
||||
)
|
||||
|
||||
entries.forEach((entry, i) => {
|
||||
const by = my + 32 + i * (btnH + 8)
|
||||
const btn = this.add.rectangle(mx + 12, by, menuW - 24, btnH, 0x1a1a2e, 0.9)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(401).setInteractive()
|
||||
btn.on('pointerover', () => btn.setFillStyle(0x2a2a4e, 0.9))
|
||||
btn.on('pointerout', () => btn.setFillStyle(0x1a1a2e, 0.9))
|
||||
btn.on('pointerdown', entry.action)
|
||||
this.escMenuGroup.add(btn)
|
||||
this.escMenuGroup.add(
|
||||
this.add.text(mx + 24, by + btnH / 2, entry.label, {
|
||||
fontSize: '14px', color: '#dddddd', fontFamily: 'monospace',
|
||||
}).setOrigin(0, 0.5).setScrollFactor(0).setDepth(402)
|
||||
)
|
||||
})
|
||||
}
|
||||
|
||||
/** Saves the game and shows a toast confirmation. */
|
||||
private doSaveGame(): void {
|
||||
stateManager.save()
|
||||
this.closeEscMenu()
|
||||
this.showToast('Game saved!')
|
||||
}
|
||||
|
||||
/** Reloads the page to load the last save from localStorage. */
|
||||
private doLoadGame(): void {
|
||||
this.closeEscMenu()
|
||||
window.location.reload()
|
||||
}
|
||||
|
||||
/** Opens an empty Settings panel (placeholder). */
|
||||
private doSettings(): void {
|
||||
this.closeEscMenu()
|
||||
this.showToast('Settings — coming soon')
|
||||
}
|
||||
|
||||
/** Shows a confirmation dialog before starting a new game. */
|
||||
private doNewGame(): void {
|
||||
this.closeEscMenu()
|
||||
this.showConfirm(
|
||||
'Start a new game?\nAll progress will be lost.',
|
||||
() => { stateManager.reset(); window.location.reload() },
|
||||
)
|
||||
}
|
||||
|
||||
// ─── Confirm dialog ───────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Shows a modal confirmation dialog with OK and Cancel buttons.
|
||||
* @param message - Message to display (newlines supported)
|
||||
* @param onConfirm - Callback invoked when the user confirms
|
||||
*/
|
||||
private showConfirm(message: string, onConfirm: () => void): void {
|
||||
this.hideConfirm()
|
||||
this.confirmVisible = true
|
||||
this.scene.get('Game').events.emit('uiMenuOpen')
|
||||
|
||||
const dialogW = 280
|
||||
const dialogH = 130
|
||||
const dx = this.scale.width / 2 - dialogW / 2
|
||||
const dy = this.scale.height / 2 - dialogH / 2
|
||||
|
||||
const bg = this.add.rectangle(dx, dy, dialogW, dialogH, 0x0a0a0a, 0.97)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(500)
|
||||
this.confirmGroup.add(bg)
|
||||
|
||||
this.confirmGroup.add(
|
||||
this.add.text(dx + dialogW / 2, dy + 20, message, {
|
||||
fontSize: '13px', color: '#cccccc', fontFamily: 'monospace',
|
||||
align: 'center', wordWrap: { width: dialogW - 32 },
|
||||
}).setOrigin(0.5, 0).setScrollFactor(0).setDepth(501)
|
||||
)
|
||||
|
||||
const btnY = dy + dialogH - 44
|
||||
// Cancel button
|
||||
const cancelBtn = this.add.rectangle(dx + 16, btnY, 110, 30, 0x333333, 0.9)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(501).setInteractive()
|
||||
cancelBtn.on('pointerover', () => cancelBtn.setFillStyle(0x555555, 0.9))
|
||||
cancelBtn.on('pointerout', () => cancelBtn.setFillStyle(0x333333, 0.9))
|
||||
cancelBtn.on('pointerdown', () => this.hideConfirm())
|
||||
this.confirmGroup.add(cancelBtn)
|
||||
this.confirmGroup.add(
|
||||
this.add.text(dx + 71, btnY + 15, 'Cancel', {
|
||||
fontSize: '13px', color: '#aaaaaa', fontFamily: 'monospace',
|
||||
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(502)
|
||||
)
|
||||
|
||||
// OK button
|
||||
const okBtn = this.add.rectangle(dx + dialogW - 126, btnY, 110, 30, 0x4a1a1a, 0.9)
|
||||
.setOrigin(0, 0).setScrollFactor(0).setDepth(501).setInteractive()
|
||||
okBtn.on('pointerover', () => okBtn.setFillStyle(0x8a2a2a, 0.9))
|
||||
okBtn.on('pointerout', () => okBtn.setFillStyle(0x4a1a1a, 0.9))
|
||||
okBtn.on('pointerdown', () => { this.hideConfirm(); onConfirm() })
|
||||
this.confirmGroup.add(okBtn)
|
||||
this.confirmGroup.add(
|
||||
this.add.text(dx + dialogW - 71, btnY + 15, 'OK', {
|
||||
fontSize: '13px', color: '#ff8888', fontFamily: 'monospace',
|
||||
}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(502)
|
||||
)
|
||||
}
|
||||
|
||||
/** Closes and destroys the confirmation dialog. */
|
||||
private hideConfirm(): void {
|
||||
if (!this.confirmVisible) return
|
||||
this.confirmVisible = false
|
||||
this.confirmGroup.destroy(true)
|
||||
this.confirmGroup = this.add.group()
|
||||
this.scene.get('Game').events.emit('uiMenuClose')
|
||||
}
|
||||
|
||||
// ─── Resize ───────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
@@ -386,8 +694,10 @@ export class UIScene extends Phaser.Scene {
|
||||
|
||||
// Close centered panels — their position is calculated on open, so they
|
||||
// would be off-center if left open during a resize
|
||||
if (this.buildMenuVisible) this.closeBuildMenu()
|
||||
if (this.villagerPanelVisible) this.closeVillagerPanel()
|
||||
if (this.contextMenuVisible) this.hideContextMenu()
|
||||
if (this.buildMenuVisible) this.closeBuildMenu()
|
||||
if (this.villagerPanelVisible) this.closeVillagerPanel()
|
||||
if (this.contextMenuVisible) this.hideContextMenu()
|
||||
if (this.escMenuVisible) this.closeEscMenu()
|
||||
if (this.confirmVisible) this.hideConfirm()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -23,12 +23,23 @@ export class CameraSystem {
|
||||
}
|
||||
private saveTimer = 0
|
||||
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) {
|
||||
this.scene = scene
|
||||
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 {
|
||||
const state = stateManager.getState()
|
||||
const cam = this.scene.cameras.main
|
||||
@@ -49,13 +60,56 @@ export class CameraSystem {
|
||||
d: kb.addKey(Phaser.Input.Keyboard.KeyCodes.D),
|
||||
}
|
||||
|
||||
// Scroll wheel zoom
|
||||
this.scene.input.on('wheel', (_ptr: Phaser.Input.Pointer, _objs: unknown, _dx: number, dy: number) => {
|
||||
const zoom = Phaser.Math.Clamp(cam.zoom - Math.sign(dy) * ZOOM_STEP, MIN_ZOOM, MAX_ZOOM)
|
||||
cam.setZoom(zoom)
|
||||
// Scroll wheel: zoom-to-mouse.
|
||||
// Phaser zooms from the screen center, so the world point under the mouse
|
||||
// is corrected by shifting scroll by the mouse offset from center.
|
||||
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 {
|
||||
const cam = this.scene.cameras.main
|
||||
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 }
|
||||
|
||||
const worldW = WORLD_TILES * 32 // TILE_SIZE hardcoded since WORLD_PX may not exist
|
||||
const worldW = WORLD_TILES * 32
|
||||
const worldH = WORLD_TILES * 32
|
||||
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)
|
||||
@@ -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 } {
|
||||
const cam = this.scene.cameras.main
|
||||
return {
|
||||
x: cam.scrollX + cam.width / (2 * cam.zoom),
|
||||
y: cam.scrollY + cam.height / (2 * cam.zoom),
|
||||
x: cam.scrollX + cam.width / 2,
|
||||
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 } {
|
||||
const { x, y } = this.getCenterWorld()
|
||||
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
|
||||
|
||||
/**
|
||||
* @param scene - The Phaser scene this system belongs to
|
||||
* @param adapter - Network adapter for dispatching state actions
|
||||
* @param worldSystem - Used for passability checks during pathfinding
|
||||
*/
|
||||
constructor(scene: Phaser.Scene, adapter: LocalAdapter, worldSystem: WorldSystem) {
|
||||
this.scene = scene
|
||||
this.adapter = adapter
|
||||
this.worldSystem = worldSystem
|
||||
}
|
||||
|
||||
/** 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 {
|
||||
this.resourceSystem = resourceSystem
|
||||
this.farmingSystem = farmingSystem
|
||||
}
|
||||
|
||||
/**
|
||||
* Spawns sprites for all Nisse that exist in the saved state
|
||||
* and re-claims any active job targets.
|
||||
*/
|
||||
create(): void {
|
||||
const state = stateManager.getState()
|
||||
for (const v of Object.values(state.world.villagers)) {
|
||||
@@ -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 {
|
||||
this.spawnTimer += delta
|
||||
if (this.spawnTimer >= VILLAGER_SPAWN_INTERVAL) {
|
||||
@@ -72,6 +90,12 @@ export class VillagerSystem {
|
||||
|
||||
// ─── Per-villager tick ────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Dispatches the correct AI tick method based on the villager's current state,
|
||||
* then syncs the sprite, name label, energy bar, and job icon to the state.
|
||||
* @param v - Villager state from the store
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
private tickVillager(v: VillagerState, delta: number): void {
|
||||
const rt = this.runtime.get(v.id)
|
||||
if (!rt) return
|
||||
@@ -97,6 +121,14 @@ export class VillagerSystem {
|
||||
|
||||
// ─── IDLE ─────────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Handles the idle AI state: hauls items to stockpile if carrying any,
|
||||
* seeks a bed if energy is low, otherwise picks the next job and begins walking.
|
||||
* Applies a cooldown before scanning again if no job is found.
|
||||
* @param v - Villager state
|
||||
* @param rt - Villager runtime (sprites, path, timers)
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
private tickIdle(v: VillagerState, rt: VillagerRuntime, delta: number): void {
|
||||
// Decrement scan timer if cooling down
|
||||
if (rt.idleScanTimer > 0) {
|
||||
@@ -133,6 +165,14 @@ export class VillagerSystem {
|
||||
|
||||
// ─── WALKING ──────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Advances the Nisse along its path toward the current destination.
|
||||
* Calls onArrived when the path is exhausted.
|
||||
* Drains energy slowly while walking.
|
||||
* @param v - Villager state
|
||||
* @param rt - Villager runtime
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
private tickWalking(v: VillagerState, rt: VillagerRuntime, delta: number): void {
|
||||
if (rt.path.length === 0) {
|
||||
this.onArrived(v, rt)
|
||||
@@ -161,6 +201,12 @@ export class VillagerSystem {
|
||||
;(v as { energy: number }).energy = Math.max(0, v.energy - delta * 0.0015)
|
||||
}
|
||||
|
||||
/**
|
||||
* Called when a Nisse reaches its destination tile.
|
||||
* Transitions to the appropriate next AI state based on destination type.
|
||||
* @param v - Villager state
|
||||
* @param rt - Villager runtime
|
||||
*/
|
||||
private onArrived(v: VillagerState, rt: VillagerRuntime): void {
|
||||
switch (rt.destination) {
|
||||
case 'job':
|
||||
@@ -186,6 +232,14 @@ export class VillagerSystem {
|
||||
|
||||
// ─── WORKING ──────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Counts down the work timer and performs the harvest action on completion.
|
||||
* Handles chop, mine, and farm job types.
|
||||
* Returns the Nisse to idle when done.
|
||||
* @param v - Villager state
|
||||
* @param rt - Villager runtime
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
private tickWorking(v: VillagerState, rt: VillagerRuntime, delta: number): void {
|
||||
rt.workTimer -= delta
|
||||
// Wobble while working
|
||||
@@ -237,6 +291,12 @@ export class VillagerSystem {
|
||||
|
||||
// ─── SLEEPING ─────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Restores energy while sleeping. Returns to idle once energy is full.
|
||||
* @param v - Villager state
|
||||
* @param rt - Villager runtime
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
private tickSleeping(v: VillagerState, rt: VillagerRuntime, delta: number): void {
|
||||
;(v as { energy: number }).energy = Math.min(100, v.energy + delta * 0.04)
|
||||
// Gentle bob while sleeping
|
||||
@@ -249,6 +309,13 @@ export class VillagerSystem {
|
||||
|
||||
// ─── Job picking (RimWorld-style priority) ────────────────────────────────
|
||||
|
||||
/**
|
||||
* Selects the best available job for a Nisse based on their priority settings.
|
||||
* Among jobs at the same priority level, the closest one wins.
|
||||
* Returns null if no unclaimed job is available.
|
||||
* @param v - Villager state (used for position and priorities)
|
||||
* @returns The chosen job candidate, or null
|
||||
*/
|
||||
private pickJob(v: VillagerState): { type: JobType; targetId: string; tileX: number; tileY: number } | null {
|
||||
const state = stateManager.getState()
|
||||
const p = v.priorities
|
||||
@@ -289,6 +356,15 @@ export class VillagerSystem {
|
||||
|
||||
// ─── Pathfinding ──────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Computes a path from the Nisse's current tile to the target tile and
|
||||
* begins walking. If no path is found, the job is cleared and a cooldown applied.
|
||||
* @param v - Villager state
|
||||
* @param rt - Villager runtime
|
||||
* @param tileX - Target tile X
|
||||
* @param tileY - Target tile Y
|
||||
* @param dest - Semantic destination type (used by onArrived)
|
||||
*/
|
||||
private beginWalk(v: VillagerState, rt: VillagerRuntime, tileX: number, tileY: number, dest: VillagerRuntime['destination']): void {
|
||||
const sx = Math.floor(v.x / TILE_SIZE)
|
||||
const sy = Math.floor(v.y / TILE_SIZE)
|
||||
@@ -310,6 +386,11 @@ export class VillagerSystem {
|
||||
|
||||
// ─── Building finders ─────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Returns the nearest building of the given kind to the Nisse, or null if none exist.
|
||||
* @param v - Villager state (used as reference position)
|
||||
* @param kind - Building kind to search for
|
||||
*/
|
||||
private nearestBuilding(v: VillagerState, kind: string): { tileX: number; tileY: number } | null {
|
||||
const state = stateManager.getState()
|
||||
const hits = Object.values(state.world.buildings).filter(b => b.kind === kind)
|
||||
@@ -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]
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the Nisse's assigned bed if it still exists, otherwise the nearest bed.
|
||||
* Returns null if no beds are placed.
|
||||
* @param v - Villager state
|
||||
*/
|
||||
private findBed(v: VillagerState): { id: string; tileX: number; tileY: number } | null {
|
||||
const state = stateManager.getState()
|
||||
// Prefer assigned bed
|
||||
@@ -328,6 +414,10 @@ export class VillagerSystem {
|
||||
|
||||
// ─── Spawning ─────────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Attempts to spawn a new Nisse if a free bed is available and the
|
||||
* current population is below the bed count.
|
||||
*/
|
||||
private trySpawn(): void {
|
||||
const state = stateManager.getState()
|
||||
const beds = Object.values(state.world.buildings).filter(b => b.kind === 'bed')
|
||||
@@ -361,6 +451,11 @@ export class VillagerSystem {
|
||||
|
||||
// ─── Sprite management ────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Creates and registers all runtime objects (sprite, label, energy bar, icon)
|
||||
* for a newly added Nisse.
|
||||
* @param v - Villager state to create sprites for
|
||||
*/
|
||||
private spawnSprite(v: VillagerState): void {
|
||||
const sprite = this.scene.add.image(v.x, v.y, 'villager').setDepth(11)
|
||||
|
||||
@@ -375,6 +470,14 @@ export class VillagerSystem {
|
||||
this.runtime.set(v.id, { sprite, nameLabel, energyBar, jobIcon, path: [], destination: null, workTimer: 0, idleScanTimer: 0 })
|
||||
}
|
||||
|
||||
/**
|
||||
* Redraws the energy bar graphic for a Nisse at the given world position.
|
||||
* Color transitions green → orange → red as energy decreases.
|
||||
* @param g - Graphics object to draw into
|
||||
* @param x - World X center of the Nisse
|
||||
* @param y - World Y center of the Nisse
|
||||
* @param energy - Current energy value (0–100)
|
||||
*/
|
||||
private drawEnergyBar(g: Phaser.GameObjects.Graphics, x: number, y: number, energy: number): void {
|
||||
const W = 20, H = 3
|
||||
g.clear()
|
||||
@@ -385,6 +488,12 @@ export class VillagerSystem {
|
||||
|
||||
// ─── Public API ───────────────────────────────────────────────────────────
|
||||
|
||||
/**
|
||||
* Returns a short human-readable status string for the given Nisse,
|
||||
* suitable for display in UI panels.
|
||||
* @param villagerId - The Nisse's ID
|
||||
* @returns Status string, or '—' if the Nisse is not found
|
||||
*/
|
||||
getStatusText(villagerId: string): string {
|
||||
const v = stateManager.getState().world.villagers[villagerId]
|
||||
if (!v) return '—'
|
||||
@@ -397,6 +506,28 @@ export class VillagerSystem {
|
||||
return '💭 Idle'
|
||||
}
|
||||
|
||||
/**
|
||||
* Returns the current world position and remaining path for every Nisse
|
||||
* that is currently in the 'walking' state. Used by DebugSystem for
|
||||
* pathfinding visualization.
|
||||
* @returns Array of path entries, one per walking Nisse
|
||||
*/
|
||||
getActivePaths(): Array<{ x: number; y: number; path: Array<{ tileX: number; tileY: number }> }> {
|
||||
const state = stateManager.getState()
|
||||
const result: Array<{ x: number; y: number; path: Array<{ tileX: number; tileY: number }> }> = []
|
||||
for (const v of Object.values(state.world.villagers)) {
|
||||
if (v.aiState !== 'walking') continue
|
||||
const rt = this.runtime.get(v.id)
|
||||
if (!rt) continue
|
||||
result.push({ x: v.x, y: v.y, path: [...rt.path] })
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
/**
|
||||
* Destroys all Nisse sprites and clears the runtime map.
|
||||
* Should be called when the scene shuts down.
|
||||
*/
|
||||
destroy(): void {
|
||||
for (const rt of this.runtime.values()) {
|
||||
rt.sprite.destroy(); rt.nameLabel.destroy()
|
||||
|
||||
@@ -22,10 +22,15 @@ export class WorldSystem {
|
||||
private bgImage!: Phaser.GameObjects.Image
|
||||
private builtLayer!: Phaser.Tilemaps.TilemapLayer
|
||||
|
||||
/** @param scene - The Phaser scene this system belongs to */
|
||||
constructor(scene: Phaser.Scene) {
|
||||
this.scene = scene
|
||||
}
|
||||
|
||||
/**
|
||||
* Generates the terrain background canvas from saved tile data,
|
||||
* creates the built-tile tilemap layer, and sets camera bounds.
|
||||
*/
|
||||
create(): void {
|
||||
const state = stateManager.getState()
|
||||
|
||||
@@ -81,10 +86,18 @@ export class WorldSystem {
|
||||
this.scene.cameras.main.setBounds(0, 0, WORLD_TILES * TILE_SIZE, WORLD_TILES * TILE_SIZE)
|
||||
}
|
||||
|
||||
/** Returns the built-tile tilemap layer (floor, wall, soil). */
|
||||
getLayer(): Phaser.Tilemaps.TilemapLayer {
|
||||
return this.builtLayer
|
||||
}
|
||||
|
||||
/**
|
||||
* Places or removes a tile on the built layer.
|
||||
* Built tile types are added; natural types remove the built-layer entry.
|
||||
* @param tileX - Tile column
|
||||
* @param tileY - Tile row
|
||||
* @param type - New tile type to apply
|
||||
*/
|
||||
setTile(tileX: number, tileY: number, type: TileType): void {
|
||||
const BUILT_TILES = new Set([TileType.FLOOR, TileType.WALL, TileType.TILLED_SOIL, TileType.WATERED_SOIL])
|
||||
if (BUILT_TILES.has(type)) {
|
||||
@@ -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 {
|
||||
if (tileX < 0 || tileY < 0 || tileX >= WORLD_TILES || tileY >= WORLD_TILES) return false
|
||||
const state = stateManager.getState()
|
||||
@@ -102,6 +121,12 @@ export class WorldSystem {
|
||||
return !IMPASSABLE.has(tile)
|
||||
}
|
||||
|
||||
/**
|
||||
* Converts world pixel coordinates to tile coordinates.
|
||||
* @param worldX - World X in pixels
|
||||
* @param worldY - World Y in pixels
|
||||
* @returns Integer tile position
|
||||
*/
|
||||
worldToTile(worldX: number, worldY: number): { tileX: number; tileY: number } {
|
||||
return {
|
||||
tileX: Math.floor(worldX / TILE_SIZE),
|
||||
@@ -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 } {
|
||||
return {
|
||||
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 {
|
||||
const state = stateManager.getState()
|
||||
return state.world.tiles[tileY * WORLD_TILES + tileX] as TileType
|
||||
}
|
||||
|
||||
/** Destroys the tilemap and background image. */
|
||||
destroy(): void {
|
||||
this.map.destroy()
|
||||
this.bgImage.destroy()
|
||||
|
||||
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 { resolve } from 'path'
|
||||
import fs from 'fs'
|
||||
|
||||
const LOG_FILE = resolve(__dirname, 'game-test.log')
|
||||
|
||||
export default defineConfig({
|
||||
server: {
|
||||
port: 3000,
|
||||
host: true
|
||||
host: true,
|
||||
},
|
||||
plugins: [
|
||||
{
|
||||
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
|
||||
}
|
||||
assetsInlineLimit: 0,
|
||||
rollupOptions: {
|
||||
input: {
|
||||
main: resolve(__dirname, 'index.html'),
|
||||
test: resolve(__dirname, 'test.html'),
|
||||
},
|
||||
},
|
||||
},
|
||||
})
|
||||
|
||||
Reference in New Issue
Block a user