37 Commits

Author SHA1 Message Date
bbbb3e1f58 Merge pull request 'Issue #9: Nisse info panel with work log' (#13) from feature/nisse-info-panel into master 2026-03-21 14:22:56 +00:00
822ca620d9 Merge pull request 'Issue #7: ESC Menu' (#12) from feature/esc-menu into master 2026-03-21 14:22:19 +00:00
155a40f963 add Nisse info panel with work log (Issue #9)
Clicking a Nisse opens a top-left panel showing name, AI status,
energy bar, active job, job priority buttons, and a live work log
(last 10 of 20 runtime-only entries). Closes via ESC, ✕, or clicking
another Nisse. Dynamic parts (status/energy/job/log) refresh each
frame without rebuilding the full group.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-21 14:21:12 +00:00
41097b4765 add ESC menu (Issue #7)
ESC key follows priority stack: confirm dialog → context menu →
build menu → villager panel → ESC menu → open ESC menu.
Menu items: Save Game, Load Game, Settings (placeholder), New Game
(with confirmation dialog).

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-21 14:13:53 +00:00
0c636ed5ec Merge pull request 'Issue #6: F3 Debug View' (#11) from feature/debug-view into master
Reviewed-on: #11
Reviewed-by: tekki <tekki.mariani@googlemail.com>
2026-03-21 14:07:06 +00:00
4c41dc9205 Merge pull request 'Issue #5: Mouse handling — zoom-to-mouse + middle-click pan' (#10) from feature/mouse-handling into master
Reviewed-on: #10
Reviewed-by: tekki <tekki.mariani@googlemail.com>
2026-03-21 14:06:45 +00:00
01e57df6a6 📝 add session-start warning to CLAUDE.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-21 13:56:19 +00:00
1feeff215d 🔒 ignore .claude/ dir and game-test.log 2026-03-21 12:37:51 +00:00
1ba38cc23e 🔒 ignore .claude/ dir and game-test.log 2026-03-21 12:36:17 +00:00
793ab430e4 📝 update CHANGELOG for Issue #6 debug view 2026-03-21 12:12:07 +00:00
6f0d8a866f add F3 debug view (Issue #6)
F3 toggles a debug overlay with:
- FPS
- Mouse world/tile coordinates
- Tile type under cursor
- Resources, buildings, crops on hovered tile
- Nisse count broken down by AI state (idle/walking/working/sleeping)
- Active jobs by type (chop/mine/farm)
- Pathfinding visualization: cyan lines + destination highlight
  drawn in world space via DebugSystem

Added DebugSystem to GameScene. VillagerSystem exposes
getActivePaths() for the path visualization. JSDoc added to all
previously undocumented methods in VillagerSystem, WorldSystem,
GameScene, and UIScene.
2026-03-21 12:11:54 +00:00
71aee058b5 📝 update CHANGELOG for Issue #5 zoom-to-mouse 2026-03-21 12:01:38 +00:00
3fdf621966 implement zoom-to-mouse in CameraSystem
Replaces plain cam.setZoom() with zoom-to-mouse: after each zoom step
the scroll is corrected by (mouseOffset from center) * (1/zBefore - 1/zAfter),
keeping the world point under the cursor fixed. Also fixes getCenterWorld()
which previously divided by zoom incorrectly. Added JSDoc to all methods.
2026-03-21 11:53:00 +00:00
7f0ef0554e add ZoomMouseScene with zoom-to-mouse correction
Implements scroll correction after cam.setZoom() so the world point
under the mouse stays fixed. Formula accounts for Phaser's
center-based zoom: scrollX += (mouseX - cw/2) * (1/zBefore - 1/zAfter).
Tab switches between the two test scenes in both directions.
Also fixes centerWorld formula in ZoomTestScene overlay and logs.
2026-03-21 11:49:39 +00:00
d83b97a447 ♻️ increase test world to 500×500 tiles, adjust marker intervals 2026-03-21 11:40:11 +00:00
a93e8a2c5d 🐛 fix HUD overlay zoom + add red center crosshair
Text overlay now uses a dedicated HUD camera (zoom=1, fixed scroll)
so it's never scaled by the world zoom. World objects and HUD objects
are separated via camera ignore lists. Added red screen-center
crosshair to HUD layer as a precise alignment reference.
2026-03-21 11:34:04 +00:00
7c130763b5 add file logging via Vite middleware to ZoomTestScene
Vite dev server gets a /api/log middleware (POST appends to
game-test.log, DELETE clears it). ZoomTestScene writes a zoom event
with before/after state on every scroll, plus a full snapshot every
2 seconds. Log entries are newline-delimited JSON.
2026-03-21 11:19:54 +00:00
007d5b3fee add ZoomTestScene with Phaser default zoom for analysis
Separate test environment at /test.html (own Vite entry, own Phaser
instance). ZoomTestScene renders a 50×50 tile grid with crosshair
markers and a live HUD overlay showing zoom, scroll, viewport in px
and tiles, mouse world/screen/tile coords, and renderer info.
Zoom uses plain cam.setZoom() — no mouse tracking — to observe
Phaser's default center-anchor behavior.
2026-03-21 11:16:39 +00:00
34220818b0 ♻️ revert zoom to center-only, keep middle-click pan 2026-03-20 21:09:13 +00:00
0011bc9877 🐛 fix debug cross: clear+redraw each frame at world-space center, no transforms 2026-03-20 21:06:14 +00:00
6fa3ae4465 🐛 fix debug cross: world-space position + counter-scale, tracks viewport center correctly 2026-03-20 20:57:46 +00:00
6de4c1cbb9 🐛 zoom-to-mouse: track world coords on pointermove, avoid ptr.worldX getter 2026-03-20 20:45:18 +00:00
d354a26a80 🐛 fix zoom-to-mouse: capture worldX/Y before setZoom 2026-03-20 20:39:53 +00:00
fb4abb7256 🐛 zoom-to-mouse: ptr.worldX/Y formula, debug log still active 2026-03-20 20:37:11 +00:00
0e4c7c96ee 🐛 debug: log mouse+center on zoom, draw red cross at viewport center 2026-03-20 20:34:32 +00:00
cccfd9ba73 ♻️ revert zoom to simple center zoom, remove mouse targeting 2026-03-20 20:21:49 +00:00
216c70dbd9 🐛 zoom-to-mouse: use ptr.worldX/Y + set scroll after setZoom 2026-03-20 20:15:13 +00:00
b5130169bd 🐛 fix zoom: center world point under mouse, then zoom to center 2026-03-20 19:39:15 +00:00
f0065a0cda 🐛 fix zoom-to-mouse using getWorldPoint diff instead of manual formula 2026-03-20 19:29:53 +00:00
fa41075c55 📝 update CHANGELOG for Issue #5 mouse handling 2026-03-20 19:19:53 +00:00
715278ae78 zoom to mouse pointer + middle-click pan
- Scroll wheel now zooms toward the mouse cursor instead of screen center
- Middle mouse button held: pan camera by dragging
- Both actions respect current zoom level
2026-03-20 19:19:44 +00:00
2c949cc19e Merge pull request '🐛 Fix resize, Nisse idle bug + rename Villager → Nisse' (#4) from feature/resize-fix into master
Reviewed-on: #4
Reviewed-by: tekki <tekki.mariani@googlemail.com>
2026-03-20 18:58:42 +00:00
6385872dd1 📝 update changelog with tile-clearing fix 2026-03-20 18:54:58 +00:00
c9c8e45b0c 🐛 clear FOREST/ROCK tile after harvest so Nisse can access deeper resources 2026-03-20 17:39:25 +00:00
787ada7cb4 🐛 fix Nisse stuck idle after stockpile deposit; rename Villager → Nisse in UI 2026-03-20 17:07:34 +00:00
8ed67313a8 🐛 fix UI repositioning and mouse coords after window resize 2026-03-20 12:19:57 +00:00
5828f40497 Merge pull request ' Right-click context menu' (#2) from feature/right-click-context-menu into master
Reviewed-on: #2
Reviewed-by: tekki <tekki.mariani@googlemail.com>
2026-03-20 12:01:54 +00:00
17 changed files with 1865 additions and 40 deletions

2
.gitignore vendored
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@@ -1,2 +1,4 @@
node_modules/
dist/
game-test.log
.claude/

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@@ -8,7 +8,34 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
## [Unreleased]
### Added
- Right-click context menu: suppresses browser default, shows Build and Folks actions in the game world
- **Nisse Info Panel** (Issue #9): clicking a Nisse opens a top-left panel with name, AI status, energy bar, active job, job priority buttons, and a live work log (last 10 of 20 runtime entries); closes with ESC, ✕ button, or by clicking another Nisse
- Work log tracks: walking to job, hauling to stockpile, going to sleep, waking up, chopped/mined/farmed results, deposited at stockpile
- **ESC Menu** (Issue #7): 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
- ESC key now follows a priority stack: confirmation dialog → context menu → build menu → villager panel → Nisse info panel → ESC menu → (build/farm mode handled by their systems) → open ESC menu
### 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
- Nisse no longer get stuck idle after depositing items at the stockpile
- Working Nisse now reset to idle on game load (like walking ones), preventing stale AI state
- Stale jobs with empty carry are now cleared after work completes, avoiding a false "haul to stockpile" loop
- UI elements (stockpile panel, controls hint) now reposition correctly after window resize
- Centered overlay panels (build menu, villager panel) close on resize so they reopen at the correct position
- Mouse world coordinates now use `ptr.worldX`/`ptr.worldY` in BuildingSystem and FarmingSystem, fixing misalignment after resize or zoom
### Changed
- 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
- Middle mouse button held: pan the camera by dragging
- 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`
### Fixed
- `getCenterWorld()` in `CameraSystem` returned wrong world coordinates at zoom ≠ 1; corrected from `scrollX + width/(2·zoom)` to `scrollX + width/2`
- Right-click context menu: suppresses browser default, shows Build and Nisse actions in the game world
- Initial project setup: Phaser 3 + TypeScript + Vite
- Core scenes: `BootScene`, `GameScene`, `UIScene`
- Systems: `BuildingSystem`, `CameraSystem`, `FarmingSystem`, `PlayerSystem`,

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@@ -1,5 +1,16 @@
# CLAUDE.md — Game Project
## ⚠️ Important: Session Start Location
**Claude Code must be started from `~` (home directory), NOT from `~/game`.**
If you are reading this and the working directory is `/home/tekki/game`, please let the user know:
> "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."
`.claude/` directories inside `~/game` are gitignored and must stay that way — no settings, tokens, or memory files belong in the project repo.
---
## Project Overview
A browser-based top-down game built with **Phaser 3** and **TypeScript**, bundled via **Vite**.

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@@ -176,9 +176,9 @@ class StateManager {
if (!p.world.crops) p.world.crops = {}
if (!p.world.villagers) p.world.villagers = {}
if (!p.world.stockpile) p.world.stockpile = {}
// Reset walking villagers to idle on load
// Reset in-flight AI states to idle on load so runtime timers start fresh
for (const v of Object.values(p.world.villagers)) {
if (v.aiState === 'walking') v.aiState = 'idle'
if (v.aiState === 'walking' || v.aiState === 'working') v.aiState = 'idle'
}
return p
} catch (_) { return null }

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@@ -9,6 +9,7 @@ import { ResourceSystem } from '../systems/ResourceSystem'
import { BuildingSystem } from '../systems/BuildingSystem'
import { FarmingSystem } from '../systems/FarmingSystem'
import { VillagerSystem } from '../systems/VillagerSystem'
import { DebugSystem } from '../systems/DebugSystem'
export class GameScene extends Phaser.Scene {
private adapter!: LocalAdapter
@@ -18,11 +19,16 @@ export class GameScene extends Phaser.Scene {
private buildingSystem!: BuildingSystem
private farmingSystem!: FarmingSystem
villagerSystem!: VillagerSystem
debugSystem!: DebugSystem
private autosaveTimer = 0
private menuOpen = false
constructor() { super({ key: 'Game' }) }
/**
* Initialises all game systems, wires up inter-system events,
* launches the UI scene overlay, and starts the autosave timer.
*/
create(): void {
this.adapter = new LocalAdapter()
@@ -33,6 +39,7 @@ export class GameScene extends Phaser.Scene {
this.farmingSystem = new FarmingSystem(this, this.adapter)
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)
this.worldSystem.create()
this.renderPersistentObjects()
@@ -54,7 +61,10 @@ export class GameScene extends Phaser.Scene {
this.farmingSystem.onToolChange = (tool, label) => this.events.emit('farmToolChanged', tool, label)
this.villagerSystem.create()
this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg)
this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg)
this.villagerSystem.onNisseClick = (id) => this.events.emit('nisseClicked', id)
this.debugSystem.create()
// Sync tile changes and building visuals through adapter
this.adapter.onAction = (action) => {
@@ -74,10 +84,17 @@ export class GameScene extends Phaser.Scene {
this.events.on('updatePriorities', (villagerId: string, priorities: { chop: number; mine: number; farm: number }) => {
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 +103,7 @@ 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 +137,7 @@ export class GameScene extends Phaser.Scene {
}
}
/** Saves game state and destroys all systems cleanly on scene shutdown. */
shutdown(): void {
stateManager.save()
this.worldSystem.destroy()

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@@ -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> = {
@@ -21,14 +22,36 @@ export class UIScene extends Phaser.Scene {
private buildModeText!: Phaser.GameObjects.Text
private farmToolText!: Phaser.GameObjects.Text
private coordsText!: Phaser.GameObjects.Text
private controlsHintText!: Phaser.GameObjects.Text
private popText!: Phaser.GameObjects.Text
private stockpileTitleText!: Phaser.GameObjects.Text
private contextMenuGroup!: Phaser.GameObjects.Group
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
private nisseInfoGroup!: Phaser.GameObjects.Group
private nisseInfoVisible = false
private nisseInfoId: string | null = null
private nisseInfoDynamic: {
statusText: Phaser.GameObjects.Text
energyBar: Phaser.GameObjects.Graphics
energyPct: Phaser.GameObjects.Text
jobText: Phaser.GameObjects.Text
logTexts: Phaser.GameObjects.Text[]
} | null = null
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()
@@ -37,6 +60,7 @@ export class UIScene extends Phaser.Scene {
this.createBuildModeIndicator()
this.createFarmToolIndicator()
this.createCoordsDisplay()
this.createDebugPanel()
const gameScene = this.scene.get('Game')
gameScene.events.on('buildModeChanged', (a: boolean, b: BuildingType) => this.onBuildModeChanged(a, b))
@@ -49,11 +73,18 @@ 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())
gameScene.events.on('nisseClicked', (id: string) => this.openNisseInfoPanel(id))
this.input.mouse!.disableContextMenu()
this.contextMenuGroup = this.add.group()
this.escMenuGroup = this.add.group()
this.confirmGroup = this.add.group()
this.nisseInfoGroup = this.add.group()
this.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
if (ptr.rightButtonDown()) {
@@ -66,29 +97,39 @@ 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()
if (this.nisseInfoVisible) this.refreshNisseInfoPanel()
}
// ─── 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)
this.add.text(x + 10, y + 7, '⚡ STOCKPILE', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
this.stockpileTitleText = this.add.text(x + 10, y + 7, '⚡ STOCKPILE', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
const items = ['wood','stone','wheat_seed','carrot_seed','wheat','carrot'] as const
items.forEach((item, i) => {
const t = this.add.text(x + 10, y + 26 + i * 22, `${ITEM_ICONS[item]} ${item}: 0`, { fontSize: '13px', color: '#88dd88', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
this.stockpileTexts.set(item, t)
})
this.popText = this.add.text(x + 10, y + 145, '👥 Pop: 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 {
const sp = stateManager.getState().world.stockpile
for (const [item, t] of this.stockpileTexts) {
@@ -98,15 +139,17 @@ 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
const current = Object.keys(state.world.villagers).length
this.popText?.setText(`👥 Pop: ${current} / ${beds} [V] manage`)
this.popText?.setText(`👥 Nisse: ${current} / ${beds} [V]`)
}
// ─── 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',
@@ -116,6 +159,7 @@ 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',
@@ -123,8 +167,16 @@ 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
@@ -133,6 +185,7 @@ 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 }[] = [
@@ -160,12 +213,18 @@ 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()
@@ -174,18 +233,24 @@ 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()
@@ -202,13 +267,13 @@ export class UIScene extends Phaser.Scene {
this.villagerPanelGroup.add(bg)
this.villagerPanelGroup.add(
this.add.text(px + panelW/2, py + 12, '👥 VILLAGERS [V] close', { fontSize: '12px', color: '#aaaaaa', fontFamily: 'monospace' })
this.add.text(px + panelW/2, py + 12, '👥 NISSE [V] close', { fontSize: '12px', color: '#aaaaaa', fontFamily: 'monospace' })
.setOrigin(0.5, 0).setScrollFactor(0).setDepth(211)
)
if (villagers.length === 0) {
this.villagerPanelGroup.add(
this.add.text(px + panelW/2, py + panelH/2, 'No villagers yet.\nBuild a 🛏 Bed first!', {
this.add.text(px + panelW/2, py + panelH/2, 'No Nisse yet.\nBuild a 🛏 Bed first!', {
fontSize: '13px', color: '#666666', fontFamily: 'monospace', align: 'center'
}).setOrigin(0.5).setScrollFactor(0).setDepth(211)
)
@@ -264,9 +329,16 @@ 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)
@@ -274,9 +346,16 @@ 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')
@@ -284,16 +363,88 @@ 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.add.text(10, this.scale.height - 42, '[WASD] Pan [Scroll] Zoom [F] Farm [B] Build [V] Villagers', {
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 ─────────────────────────────────────────────────────────
/**
@@ -322,7 +473,7 @@ export class UIScene extends Phaser.Scene {
action: () => { this.hideContextMenu(); this.scene.get('Game').events.emit('uiRequestBuildMenu') },
},
{
label: '👥 Folks',
label: '👥 Nisse',
action: () => { this.hideContextMenu(); this.toggleVillagerPanel() },
},
]
@@ -357,12 +508,382 @@ 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.nisseInfoVisible) { this.closeNisseInfoPanel(); 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')
}
// ─── Nisse Info Panel ─────────────────────────────────────────────────────
/**
* Opens (or switches to) the Nisse info panel for the given Nisse ID.
* If another Nisse's panel is already open, it is replaced.
* @param villagerId - ID of the Nisse to display
*/
private openNisseInfoPanel(villagerId: string): void {
this.nisseInfoId = villagerId
this.nisseInfoVisible = true
this.scene.get('Game').events.emit('uiMenuOpen')
this.buildNisseInfoPanel()
}
/** Closes and destroys the Nisse info panel. */
private closeNisseInfoPanel(): void {
if (!this.nisseInfoVisible) return
this.nisseInfoVisible = false
this.nisseInfoId = null
this.nisseInfoGroup.destroy(true)
this.nisseInfoGroup = this.add.group()
this.scene.get('Game').events.emit('uiMenuClose')
}
/**
* Builds the static skeleton of the Nisse info panel (background, name, close
* button, labels, priority buttons) and stores references to the dynamic parts
* (status text, energy bar, job text, work log texts).
*/
private buildNisseInfoPanel(): void {
this.nisseInfoGroup.destroy(true)
this.nisseInfoGroup = this.add.group()
this.nisseInfoDynamic = null
const id = this.nisseInfoId
if (!id) return
const state = stateManager.getState()
const v = state.world.villagers[id]
if (!v) { this.closeNisseInfoPanel(); return }
const LOG_ROWS = 10
const panelW = 280
const panelH = 120 + LOG_ROWS * 14 + 16
const px = 10, py = 10
// Background
this.nisseInfoGroup.add(
this.add.rectangle(px, py, panelW, panelH, 0x050510, 0.93)
.setOrigin(0, 0).setScrollFactor(0).setDepth(250)
)
// Name
this.nisseInfoGroup.add(
this.add.text(px + 10, py + 10, v.name, {
fontSize: '14px', color: '#ffffff', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
)
// Close button
const closeBtn = this.add.text(px + panelW - 12, py + 10, '✕', {
fontSize: '13px', color: '#888888', fontFamily: 'monospace',
}).setOrigin(1, 0).setScrollFactor(0).setDepth(251).setInteractive()
closeBtn.on('pointerover', () => closeBtn.setStyle({ color: '#ffffff' }))
closeBtn.on('pointerout', () => closeBtn.setStyle({ color: '#888888' }))
closeBtn.on('pointerdown', () => this.closeNisseInfoPanel())
this.nisseInfoGroup.add(closeBtn)
// Dynamic: status text
const statusTxt = this.add.text(px + 10, py + 28, '', {
fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
this.nisseInfoGroup.add(statusTxt)
// Dynamic: energy bar + pct
const energyBar = this.add.graphics().setScrollFactor(0).setDepth(251)
this.nisseInfoGroup.add(energyBar)
const energyPct = this.add.text(px + 136, py + 46, '', {
fontSize: '10px', color: '#888888', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
this.nisseInfoGroup.add(energyPct)
// Dynamic: job text
const jobTxt = this.add.text(px + 10, py + 60, '', {
fontSize: '11px', color: '#cccccc', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
this.nisseInfoGroup.add(jobTxt)
// Static: priority label + buttons
const jobKeys: Array<{ key: string; icon: string }> = [
{ key: 'chop', icon: '🪓' }, { key: 'mine', icon: '⛏' }, { key: 'farm', icon: '🌾' },
]
jobKeys.forEach((j, i) => {
const pri = v.priorities[j.key as keyof typeof v.priorities]
const label = pri === 0 ? `${j.icon} OFF` : `${j.icon} P${pri}`
const bx = px + 10 + i * 88
const btn = this.add.text(bx, py + 78, label, {
fontSize: '11px', color: pri === 0 ? '#555555' : '#ffffff',
fontFamily: 'monospace', backgroundColor: pri === 0 ? '#1a1a1a' : '#1a3a1a',
padding: { x: 5, y: 3 },
}).setScrollFactor(0).setDepth(252).setInteractive()
btn.on('pointerover', () => btn.setStyle({ backgroundColor: '#2d6a4f' }))
btn.on('pointerout', () => btn.setStyle({ backgroundColor: pri === 0 ? '#1a1a1a' : '#1a3a1a' }))
btn.on('pointerdown', () => {
const newPri = (v.priorities[j.key as keyof typeof v.priorities] + 1) % 5
const newPriorities = { ...v.priorities, [j.key]: newPri }
this.scene.get('Game').events.emit('updatePriorities', id, newPriorities)
// Rebuild panel so priority buttons reflect the new values immediately
this.buildNisseInfoPanel()
})
this.nisseInfoGroup.add(btn)
})
// Static: work log header
this.nisseInfoGroup.add(
this.add.text(px + 10, py + 98, '── Work Log ──────────────────', {
fontSize: '10px', color: '#555555', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
)
// Dynamic: log text rows (pre-allocated)
const logTexts: Phaser.GameObjects.Text[] = []
for (let i = 0; i < LOG_ROWS; i++) {
const t = this.add.text(px + 10, py + 112 + i * 14, '', {
fontSize: '10px', color: '#888888', fontFamily: 'monospace',
}).setScrollFactor(0).setDepth(251)
this.nisseInfoGroup.add(t)
logTexts.push(t)
}
this.nisseInfoDynamic = { statusText: statusTxt, energyBar, energyPct, jobText: jobTxt, logTexts }
this.refreshNisseInfoPanel()
}
/**
* Updates only the dynamic parts of the Nisse info panel (status, energy,
* job, work log) without destroying and recreating the full group.
* Called every frame while the panel is visible.
*/
private refreshNisseInfoPanel(): void {
const dyn = this.nisseInfoDynamic
if (!dyn || !this.nisseInfoId) return
const state = stateManager.getState()
const v = state.world.villagers[this.nisseInfoId]
if (!v) { this.closeNisseInfoPanel(); return }
const gameScene = this.scene.get('Game') as any
const workLog = (gameScene.villagerSystem?.getWorkLog(this.nisseInfoId) ?? []) as string[]
const statusStr = (gameScene.villagerSystem?.getStatusText(this.nisseInfoId) ?? '—') as string
dyn.statusText.setText(statusStr)
// Energy bar
const px = 10, py = 10
dyn.energyBar.clear()
dyn.energyBar.fillStyle(0x333333); dyn.energyBar.fillRect(px + 10, py + 46, 120, 7)
const col = v.energy > 60 ? 0x4CAF50 : v.energy > 30 ? 0xFF9800 : 0xF44336
dyn.energyBar.fillStyle(col); dyn.energyBar.fillRect(px + 10, py + 46, 120 * (v.energy / 100), 7)
dyn.energyPct.setText(`${Math.round(v.energy)}%`)
// Job
dyn.jobText.setText(`Job: ${v.job ? `${v.job.type} → (${v.job.tileX}, ${v.job.tileY})` : '—'}`)
// Work log rows
dyn.logTexts.forEach((t, i) => {
t.setText(workLog[i] ?? '')
})
}
// ─── Resize ───────────────────────────────────────────────────────────────
/**
* Repositions all fixed UI elements after a canvas resize.
* Open overlay panels are closed so they reopen correctly centered.
*/
private repositionUI(): void {
const { width, height } = this.scale
this.hintText.setPosition(width/2, height - 40)
this.toastText.setPosition(width/2, 60)
// Stockpile panel — anchored to top-right; move all elements by the delta
const newPanelX = width - 178
const deltaX = newPanelX - this.stockpilePanel.x
if (deltaX !== 0) {
this.stockpilePanel.setX(newPanelX)
this.stockpileTitleText.setX(this.stockpileTitleText.x + deltaX)
this.stockpileTexts.forEach(t => t.setX(t.x + deltaX))
this.popText.setX(this.popText.x + deltaX)
}
// Bottom elements
this.hintText.setPosition(width / 2, height - 40)
this.toastText.setPosition(width / 2, 60)
this.coordsText.setPosition(10, height - 24)
this.controlsHintText.setPosition(10, height - 42)
// 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.escMenuVisible) this.closeEscMenu()
if (this.confirmVisible) this.hideConfirm()
if (this.nisseInfoVisible) this.closeNisseInfoPanel()
}
}

View File

@@ -92,9 +92,9 @@ export class BuildingSystem {
if (!this.active) return
// Update ghost to follow mouse (snapped to tile grid)
const ptr = this.scene.input.activePointer
const worldX = this.scene.cameras.main.scrollX + ptr.x
const worldY = this.scene.cameras.main.scrollY + ptr.y
const ptr = this.scene.input.activePointer
const worldX = ptr.worldX
const worldY = ptr.worldY
const tileX = Math.floor(worldX / TILE_SIZE)
const tileY = Math.floor(worldY / TILE_SIZE)
const snapX = tileX * TILE_SIZE + TILE_SIZE / 2
@@ -142,8 +142,8 @@ export class BuildingSystem {
}
private tryPlace(ptr: Phaser.Input.Pointer): void {
const worldX = this.scene.cameras.main.scrollX + ptr.x
const worldY = this.scene.cameras.main.scrollY + ptr.y
const worldX = ptr.worldX
const worldY = ptr.worldY
const tileX = Math.floor(worldX / TILE_SIZE)
const tileY = Math.floor(worldY / TILE_SIZE)

View File

@@ -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
View 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,
}
}
}

View File

@@ -80,9 +80,8 @@ export class FarmingSystem {
// ─── Tool actions ─────────────────────────────────────────────────────────
private useToolAt(ptr: Phaser.Input.Pointer): void {
const cam = this.scene.cameras.main
const worldX = cam.scrollX + ptr.x
const worldY = cam.scrollY + ptr.y
const worldX = ptr.worldX
const worldY = ptr.worldY
const tileX = Math.floor(worldX / TILE_SIZE)
const tileY = Math.floor(worldY / TILE_SIZE)
const state = stateManager.getState()

View File

@@ -1,5 +1,6 @@
import Phaser from 'phaser'
import { TILE_SIZE, VILLAGER_SPEED, VILLAGER_SPAWN_INTERVAL, VILLAGER_WORK_TIMES, VILLAGER_NAMES } from '../config'
import { TileType } from '../types'
import type { VillagerState, VillagerJob, JobType, AIState, ItemId } from '../types'
import { stateManager } from '../StateManager'
import { findPath } from '../utils/pathfinding'
@@ -10,6 +11,8 @@ import type { FarmingSystem } from './FarmingSystem'
const ARRIVAL_PX = 3
const WORK_LOG_MAX = 20
interface VillagerRuntime {
sprite: Phaser.GameObjects.Image
nameLabel: Phaser.GameObjects.Text
@@ -19,6 +22,8 @@ interface VillagerRuntime {
destination: 'job' | 'stockpile' | 'bed' | null
workTimer: number
idleScanTimer: number
/** Runtime-only activity log; not persisted. Max WORK_LOG_MAX entries. */
workLog: string[]
}
export class VillagerSystem {
@@ -34,19 +39,34 @@ export class VillagerSystem {
private nameIndex = 0
onMessage?: (msg: string) => void
onNisseClick?: (villagerId: 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)) {
@@ -56,6 +76,10 @@ 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) {
@@ -71,6 +95,12 @@ 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
@@ -96,6 +126,14 @@ 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) {
@@ -106,13 +144,21 @@ export class VillagerSystem {
// Carrying items? → find stockpile
if (v.job?.carrying && Object.values(v.job.carrying).some(n => (n ?? 0) > 0)) {
const sp = this.nearestBuilding(v, 'stockpile_zone')
if (sp) { this.beginWalk(v, rt, sp.tileX, sp.tileY, 'stockpile'); return }
if (sp) {
this.addLog(v.id, '→ Hauling to stockpile')
this.beginWalk(v, rt, sp.tileX, sp.tileY, 'stockpile')
return
}
}
// Low energy → find bed
if (v.energy < 25) {
const bed = this.findBed(v)
if (bed) { this.beginWalk(v, rt, bed.tileX, bed.tileY, 'bed'); return }
if (bed) {
this.addLog(v.id, '→ Going to sleep (low energy)')
this.beginWalk(v, rt, bed.tileX, bed.tileY, 'bed')
return
}
}
// Find a job
@@ -123,6 +169,7 @@ export class VillagerSystem {
type: 'VILLAGER_SET_JOB', villagerId: v.id,
job: { type: job.type, targetId: job.targetId, tileX: job.tileX, tileY: job.tileY, carrying: {} },
})
this.addLog(v.id, `→ Walking to ${job.type} at (${job.tileX}, ${job.tileY})`)
this.beginWalk(v, rt, job.tileX, job.tileY, 'job')
} else {
// No job available — wait before scanning again
@@ -132,6 +179,14 @@ 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)
@@ -160,6 +215,12 @@ 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':
@@ -170,10 +231,13 @@ export class VillagerSystem {
case 'stockpile':
this.adapter.send({ type: 'VILLAGER_DEPOSIT', villagerId: v.id })
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' })
rt.idleScanTimer = 0 // scan for a new job immediately after deposit
this.addLog(v.id, '✓ Deposited at stockpile')
break
case 'bed':
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'sleeping' })
this.addLog(v.id, '💤 Sleeping...')
break
default:
@@ -184,6 +248,14 @@ 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
@@ -199,14 +271,22 @@ export class VillagerSystem {
const state = stateManager.getState()
if (job.type === 'chop') {
if (state.world.resources[job.targetId]) {
const res = state.world.resources[job.targetId]
if (res) {
this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
// Clear the FOREST tile so the area becomes passable for future pathfinding
this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.DARK_GRASS })
this.resourceSystem.removeResource(job.targetId)
this.addLog(v.id, '✓ Chopped tree (+2 wood)')
}
} else if (job.type === 'mine') {
if (state.world.resources[job.targetId]) {
const res = state.world.resources[job.targetId]
if (res) {
this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
// Clear the ROCK tile so the area becomes passable for future pathfinding
this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.GRASS })
this.resourceSystem.removeResource(job.targetId)
this.addLog(v.id, '✓ Mined rock (+2 stone)')
}
} else if (job.type === 'farm') {
const crop = state.world.crops[job.targetId]
@@ -214,15 +294,28 @@ export class VillagerSystem {
this.adapter.send({ type: 'VILLAGER_HARVEST_CROP', villagerId: v.id, cropId: job.targetId })
this.farmingSystem.removeCropSpritePublic(job.targetId)
this.adapter.send({ type: 'CHANGE_TILE', tileX: crop.tileX, tileY: crop.tileY, tile: 9 as any })
this.addLog(v.id, `✓ Farmed ${crop.kind}`)
}
}
// Back to idle so decideAction handles depositing
// If the harvest produced nothing (resource already gone), clear the stale job
// so tickIdle does not try to walk to a stockpile with nothing to deposit.
if (!v.job?.carrying || !Object.values(v.job.carrying).some(n => (n ?? 0) > 0)) {
this.adapter.send({ type: 'VILLAGER_SET_JOB', villagerId: v.id, job: null })
}
// Back to idle — tickIdle will handle hauling to stockpile if carrying items
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' })
}
// ─── 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
@@ -230,11 +323,19 @@ export class VillagerSystem {
if (v.energy >= 100) {
rt.sprite.setAngle(0)
this.adapter.send({ type: 'VILLAGER_SET_AI', villagerId: v.id, aiState: 'idle' })
this.addLog(v.id, '✓ Woke up (energy full)')
}
}
// ─── 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
@@ -275,6 +376,15 @@ 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)
@@ -296,6 +406,11 @@ 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)
@@ -305,6 +420,11 @@ 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
@@ -314,6 +434,10 @@ 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')
@@ -342,11 +466,16 @@ export class VillagerSystem {
this.adapter.send({ type: 'SPAWN_VILLAGER', villager })
this.spawnSprite(villager)
this.onMessage?.(`${name} has joined the settlement! 🏘`)
this.onMessage?.(`${name} the Nisse has arrived! 🏘`)
}
// ─── 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)
@@ -358,9 +487,20 @@ export class VillagerSystem {
const energyBar = this.scene.add.graphics().setDepth(12)
const jobIcon = this.scene.add.text(v.x, v.y - 18, '', { fontSize: '10px' }).setDepth(13)
this.runtime.set(v.id, { sprite, nameLabel, energyBar, jobIcon, path: [], destination: null, workTimer: 0, idleScanTimer: 0 })
sprite.setInteractive()
sprite.on('pointerdown', () => this.onNisseClick?.(v.id))
this.runtime.set(v.id, { sprite, nameLabel, energyBar, jobIcon, path: [], destination: null, workTimer: 0, idleScanTimer: 0, workLog: [] })
}
/**
* 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 (0100)
*/
private drawEnergyBar(g: Phaser.GameObjects.Graphics, x: number, y: number, energy: number): void {
const W = 20, H = 3
g.clear()
@@ -369,8 +509,29 @@ export class VillagerSystem {
g.fillStyle(col); g.fillRect(x - W/2, y - 28, W * (energy / 100), H)
}
// ─── Work log ─────────────────────────────────────────────────────────────
/**
* Prepends a message to the runtime work log for the given Nisse.
* Trims the log to WORK_LOG_MAX entries. No-ops if the Nisse is not found.
* @param villagerId - Target Nisse ID
* @param msg - Log message to prepend
*/
private addLog(villagerId: string, msg: string): void {
const rt = this.runtime.get(villagerId)
if (!rt) return
rt.workLog.unshift(msg)
if (rt.workLog.length > WORK_LOG_MAX) rt.workLog.length = WORK_LOG_MAX
}
// ─── 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 '—'
@@ -383,6 +544,37 @@ export class VillagerSystem {
return '💭 Idle'
}
/**
* Returns a copy of the runtime work log for the given Nisse (newest first).
* @param villagerId - The Nisse's ID
* @returns Array of log strings, or empty array if not found
*/
getWorkLog(villagerId: string): string[] {
return [...(this.runtime.get(villagerId)?.workLog ?? [])]
}
/**
* 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()

View File

@@ -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
View 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
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@@ -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
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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
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<!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>

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@@ -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'),
},
},
},
})