Files
nissefolk/src/scenes/GameScene.ts
tekki mariani cd171c859c fix depth sorting for world objects by tileY
Fixes #31. All trees, rocks, seedlings and buildings now use
tileY+5 as depth instead of a fixed value, so objects further
down the screen always render in front of objects above them
regardless of spawn order. Build ghost moved to depth 1000/1001.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-03-23 19:40:27 +00:00

219 lines
9.0 KiB
TypeScript

import Phaser from 'phaser'
import { AUTOSAVE_INTERVAL, TILE_SIZE } from '../config'
import { TileType } from '../types'
import type { BuildingType } from '../types'
import { stateManager } from '../StateManager'
import { LocalAdapter } from '../NetworkAdapter'
import { WorldSystem } from '../systems/WorldSystem'
import { CameraSystem } from '../systems/CameraSystem'
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'
import { TreeSeedlingSystem } from '../systems/TreeSeedlingSystem'
import { ForesterZoneSystem } from '../systems/ForesterZoneSystem'
export class GameScene extends Phaser.Scene {
private adapter!: LocalAdapter
private worldSystem!: WorldSystem
private cameraSystem!: CameraSystem
private resourceSystem!: ResourceSystem
private buildingSystem!: BuildingSystem
private farmingSystem!: FarmingSystem
villagerSystem!: VillagerSystem
debugSystem!: DebugSystem
private treeSeedlingSystem!: TreeSeedlingSystem
foresterZoneSystem!: ForesterZoneSystem
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()
this.worldSystem = new WorldSystem(this)
this.cameraSystem = new CameraSystem(this, this.adapter)
this.resourceSystem = new ResourceSystem(this, this.adapter)
this.buildingSystem = new BuildingSystem(this, this.adapter)
this.farmingSystem = new FarmingSystem(this, this.adapter)
this.villagerSystem = new VillagerSystem(this, this.adapter, this.worldSystem)
this.villagerSystem.init(this.resourceSystem, this.farmingSystem)
this.treeSeedlingSystem = new TreeSeedlingSystem(this, this.adapter, this.worldSystem)
this.foresterZoneSystem = new ForesterZoneSystem(this, this.adapter)
this.debugSystem = new DebugSystem(this, this.villagerSystem, this.worldSystem)
this.worldSystem.create()
this.renderPersistentObjects()
this.cameraSystem.create()
this.resourceSystem.create()
this.resourceSystem.onHarvest = (msg) => this.events.emit('toast', msg)
this.buildingSystem.create()
this.buildingSystem.onModeChange = (active, building) => this.events.emit('buildModeChanged', active, building)
this.buildingSystem.onPlaced = (msg) => {
this.events.emit('toast', msg)
this.renderPersistentObjects()
}
this.farmingSystem.create()
this.farmingSystem.onMessage = (msg) => this.events.emit('toast', msg)
this.farmingSystem.onToolChange = (tool, label) => this.events.emit('farmToolChanged', tool, label)
this.farmingSystem.onPlantTreeSeed = (tileX, tileY, tile) =>
this.treeSeedlingSystem.plantSeedling(tileX, tileY, tile)
this.treeSeedlingSystem.create()
this.foresterZoneSystem.create()
this.foresterZoneSystem.refreshOverlay()
this.foresterZoneSystem.onEditEnded = () => this.events.emit('foresterZoneEditEnded')
this.foresterZoneSystem.onZoneChanged = (id, tiles) => this.events.emit('foresterZoneChanged', id, tiles)
this.villagerSystem.create()
this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg)
this.villagerSystem.onNisseClick = (id) => this.events.emit('nisseClicked', id)
this.villagerSystem.onPlantSeedling = (tileX, tileY, tile) =>
this.treeSeedlingSystem.plantSeedling(tileX, tileY, tile)
this.debugSystem.create()
// Sync tile changes and building visuals through adapter
this.adapter.onAction = (action) => {
if (action.type === 'CHANGE_TILE') {
this.worldSystem.setTile(action.tileX, action.tileY, action.tile)
this.worldSystem.refreshTerrainTile(action.tileX, action.tileY, action.tile)
} else if (action.type === 'SPAWN_RESOURCE') {
this.resourceSystem.spawnResourcePublic(action.resource)
this.worldSystem.addResourceTile(action.resource.tileX, action.resource.tileY)
} else if (action.type === 'FORESTER_ZONE_UPDATE') {
this.foresterZoneSystem.refreshOverlay()
}
}
// Detect left-clicks on forester huts to open the zone panel
this.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
if (ptr.rightButtonDown() || this.menuOpen) return
if (this.buildingSystem.isActive()) return
const tileX = Math.floor(ptr.worldX / TILE_SIZE)
const tileY = Math.floor(ptr.worldY / TILE_SIZE)
const state = stateManager.getState()
const hut = Object.values(state.world.buildings).find(
b => b.kind === 'forester_hut' && b.tileX === tileX && b.tileY === tileY
)
if (hut) {
this.events.emit('foresterHutClicked', hut.id)
}
})
this.scene.launch('UI')
this.events.on('selectBuilding', (kind: BuildingType) => this.buildingSystem.selectBuilding(kind))
this.events.on('uiMenuOpen', () => { this.menuOpen = true })
this.events.on('uiMenuClose', () => { this.menuOpen = false })
this.events.on('uiRequestBuildMenu', () => {
if (!this.buildingSystem.isActive()) this.events.emit('openBuildMenu')
})
this.events.on('updatePriorities', (villagerId: string, priorities: { chop: number; mine: number; farm: number; forester: number }) => {
this.adapter.send({ type: 'UPDATE_PRIORITIES', villagerId, priorities })
})
this.events.on('foresterZoneEditStart', (buildingId: string) => {
this.foresterZoneSystem.startEditMode(buildingId)
this.menuOpen = false // keep game ticking while zone editor is open
})
this.events.on('foresterZoneEditStop', () => {
this.foresterZoneSystem.exitEditMode()
})
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
this.cameraSystem.update(delta)
this.resourceSystem.update(delta)
this.farmingSystem.update(delta)
this.treeSeedlingSystem.update(delta)
this.villagerSystem.update(delta)
this.debugSystem.update()
// Tick tile-recovery timers; refresh canvas for any tiles that reverted to GRASS
const recovered = stateManager.tickTileRecovery(delta)
for (const key of recovered) {
const [tx, ty] = key.split(',').map(Number)
this.worldSystem.refreshTerrainTile(tx, ty, TileType.GRASS)
}
this.events.emit('cameraMoved', this.cameraSystem.getCenterTile())
this.buildingSystem.update()
this.autosaveTimer -= delta
if (this.autosaveTimer <= 0) {
this.autosaveTimer = AUTOSAVE_INTERVAL
stateManager.save()
}
}
/** Render game objects that persist across sessions (buildings + crop sprites etc.) */
private renderPersistentObjects(): void {
const state = stateManager.getState()
for (const building of Object.values(state.world.buildings)) {
const wx = building.tileX * TILE_SIZE + TILE_SIZE / 2
const wy = building.tileY * TILE_SIZE + TILE_SIZE / 2
const name = `bobj_${building.id}`
if (this.children.getByName(name)) continue
const worldDepth = building.tileY + 5
if (building.kind === 'chest') {
const g = this.add.graphics().setName(name).setDepth(worldDepth)
g.fillStyle(0x8B4513); g.fillRect(wx - 10, wy - 7, 20, 14)
g.fillStyle(0xCD853F); g.fillRect(wx - 9, wy - 6, 18, 6)
g.lineStyle(1, 0x5C3317); g.strokeRect(wx - 10, wy - 7, 20, 14)
} else if (building.kind === 'bed') {
this.add.image(wx, wy, 'bed_obj').setName(name).setDepth(worldDepth)
} else if (building.kind === 'stockpile_zone') {
this.add.image(wx, wy, 'stockpile_obj').setName(name).setDepth(4).setAlpha(0.8)
} else if (building.kind === 'forester_hut') {
// Draw a simple log-cabin silhouette for the forester hut
const g = this.add.graphics().setName(name).setDepth(worldDepth)
// Body
g.fillStyle(0x6B3F16); g.fillRect(wx - 12, wy - 9, 24, 18)
// Roof
g.fillStyle(0x4a2800); g.fillTriangle(wx - 14, wy - 9, wx + 14, wy - 9, wx, wy - 22)
// Door
g.fillStyle(0x2a1500); g.fillRect(wx - 4, wy + 1, 8, 8)
// Tree symbol on the roof
g.fillStyle(0x228B22); g.fillTriangle(wx - 6, wy - 11, wx + 6, wy - 11, wx, wy - 20)
}
}
}
/** Saves game state and destroys all systems cleanly on scene shutdown. */
shutdown(): void {
stateManager.save()
this.worldSystem.destroy()
this.resourceSystem.destroy()
this.buildingSystem.destroy()
this.farmingSystem.destroy()
this.treeSeedlingSystem.destroy()
this.foresterZoneSystem.destroy()
this.villagerSystem.destroy()
}
}