Implement Lantern Bearer logic, Phase buttons, and Monster spawning basics
This commit is contained in:
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Before Width: | Height: | Size: 571 KiB After Width: | Height: | Size: 571 KiB |
67
src/engine/data/Heroes.js
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67
src/engine/data/Heroes.js
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@@ -0,0 +1,67 @@
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export const HERO_DEFINITIONS = {
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barbarian: {
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id: 'barbarian',
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name: 'Bárbaro',
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portrait: '/assets/images/dungeon1/standees/heroes/barbarian.png?v=1',
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stats: {
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move: 4,
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ws: 4, // Weapon Skill
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bs: 5, // Ballistic Skill (3+ to hit, often lower is better in WHQ, let's use standard table numbers for now)
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str: 4,
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toughness: 4,
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wounds: 12,
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attacks: 1,
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init: 3,
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luck: 2 // Rerolls??
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}
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},
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dwarf: {
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id: 'dwarf',
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name: 'Enano',
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portrait: '/assets/images/dungeon1/standees/heroes/dwarf.png',
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stats: {
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move: 3,
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ws: 5,
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bs: 5,
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str: 3,
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toughness: 5,
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wounds: 13,
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attacks: 1,
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init: 2,
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luck: 0
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}
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},
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elf: {
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id: 'elf',
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name: 'Elfa',
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portrait: '/assets/images/dungeon1/standees/heroes/elfa.png',
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stats: {
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move: 5,
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ws: 4,
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bs: 2, // Amazing shot
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str: 3,
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toughness: 3,
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wounds: 10,
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attacks: 1,
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init: 6,
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luck: 1
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}
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},
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wizard: {
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id: 'wizard',
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name: 'Hechicero',
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portrait: '/assets/images/dungeon1/standees/heroes/warlock.png',
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stats: {
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move: 4,
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ws: 3,
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bs: 6,
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str: 3,
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toughness: 3,
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wounds: 9,
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attacks: 1,
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init: 4,
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luck: 1,
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power: 0 // Special mechanic
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}
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}
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};
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32
src/engine/data/Monsters.js
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32
src/engine/data/Monsters.js
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@@ -0,0 +1,32 @@
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export const MONSTER_DEFINITIONS = {
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orc: {
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id: 'orc',
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name: 'Orco',
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portrait: '/assets/images/dungeon1/standees/enemies/orc.png',
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stats: {
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move: 4,
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ws: 3,
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bs: 5,
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str: 3,
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toughness: 4,
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wounds: 4,
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attacks: 1,
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gold: 15
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}
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},
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chaos_warrior: {
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id: 'chaos_warrior',
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name: 'Guerrero del Caos',
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portrait: '/assets/images/dungeon1/standees/enemies/chaosWarrior.png',
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stats: {
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move: 4,
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ws: 5,
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bs: 0,
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str: 5,
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toughness: 5,
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wounds: 8,
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attacks: 2,
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gold: 150
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}
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}
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};
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@@ -71,9 +71,9 @@ export const TILES = {
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layout: [[1, 1], [1, 1], [1, 1], [1, 1], [1, 1], [1, 1]],
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exits: [
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{ x: 0, y: 0, direction: DIRECTIONS.SOUTH }, { x: 1, y: 0, direction: DIRECTIONS.SOUTH },
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{ x: 0, y: 5, direction: DIRECTIONS.NORTH }, { x: 1, y: 5, direction: DIRECTIONS.NORTH },
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{ x: 0, y: 3, direction: DIRECTIONS.WEST }, { x: 0, y: 4, direction: DIRECTIONS.WEST },
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{ x: 1, y: 3, direction: DIRECTIONS.EAST }, { x: 1, y: 4, direction: DIRECTIONS.EAST }
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{ x: 0, y: 5, direction: DIRECTIONS.NORTH }, { x: 1, y: 5, direction: DIRECTIONS.NORTH }
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//{ x: 0, y: 3, direction: DIRECTIONS.WEST }, { x: 0, y: 4, direction: DIRECTIONS.WEST },
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//{ x: 1, y: 3, direction: DIRECTIONS.EAST }, { x: 1, y: 4, direction: DIRECTIONS.EAST }
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]
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},
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[DIRECTIONS.SOUTH]: {
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@@ -81,9 +81,9 @@ export const TILES = {
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layout: [[1, 1], [1, 1], [1, 1], [1, 1], [1, 1], [1, 1]],
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exits: [
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{ x: 0, y: 0, direction: DIRECTIONS.SOUTH }, { x: 1, y: 0, direction: DIRECTIONS.SOUTH },
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{ x: 0, y: 5, direction: DIRECTIONS.NORTH }, { x: 1, y: 5, direction: DIRECTIONS.NORTH },
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{ x: 0, y: 3, direction: DIRECTIONS.WEST }, { x: 0, y: 4, direction: DIRECTIONS.WEST },
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{ x: 1, y: 3, direction: DIRECTIONS.EAST }, { x: 1, y: 4, direction: DIRECTIONS.EAST }
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{ x: 0, y: 5, direction: DIRECTIONS.NORTH }, { x: 1, y: 5, direction: DIRECTIONS.NORTH }
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//{ x: 0, y: 3, direction: DIRECTIONS.WEST }, { x: 0, y: 4, direction: DIRECTIONS.WEST },
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//{ x: 1, y: 3, direction: DIRECTIONS.EAST }, { x: 1, y: 4, direction: DIRECTIONS.EAST }
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]
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},
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[DIRECTIONS.EAST]: {
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@@ -91,9 +91,9 @@ export const TILES = {
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layout: [[1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1]],
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exits: [
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{ x: 0, y: 0, direction: DIRECTIONS.WEST }, { x: 0, y: 1, direction: DIRECTIONS.WEST },
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{ x: 5, y: 0, direction: DIRECTIONS.EAST }, { x: 5, y: 1, direction: DIRECTIONS.EAST },
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{ x: 3, y: 0, direction: DIRECTIONS.SOUTH }, { x: 4, y: 0, direction: DIRECTIONS.SOUTH },
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{ x: 3, y: 1, direction: DIRECTIONS.NORTH }, { x: 4, y: 1, direction: DIRECTIONS.NORTH }
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{ x: 5, y: 0, direction: DIRECTIONS.EAST }, { x: 5, y: 1, direction: DIRECTIONS.EAST }
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//{ x: 3, y: 0, direction: DIRECTIONS.SOUTH }, { x: 4, y: 0, direction: DIRECTIONS.SOUTH },
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//{ x: 3, y: 1, direction: DIRECTIONS.NORTH }, { x: 4, y: 1, direction: DIRECTIONS.NORTH }
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]
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},
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[DIRECTIONS.WEST]: {
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@@ -101,9 +101,9 @@ export const TILES = {
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layout: [[1, 1, 1, 1, 1, 1], [1, 1, 1, 1, 1, 1]],
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exits: [
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{ x: 0, y: 0, direction: DIRECTIONS.WEST }, { x: 0, y: 1, direction: DIRECTIONS.WEST },
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{ x: 5, y: 0, direction: DIRECTIONS.EAST }, { x: 5, y: 1, direction: DIRECTIONS.EAST },
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{ x: 3, y: 0, direction: DIRECTIONS.SOUTH }, { x: 4, y: 0, direction: DIRECTIONS.SOUTH },
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{ x: 3, y: 1, direction: DIRECTIONS.NORTH }, { x: 4, y: 1, direction: DIRECTIONS.NORTH }
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{ x: 5, y: 0, direction: DIRECTIONS.EAST }, { x: 5, y: 1, direction: DIRECTIONS.EAST }
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//{ x: 3, y: 0, direction: DIRECTIONS.SOUTH }, { x: 4, y: 0, direction: DIRECTIONS.SOUTH },
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//{ x: 3, y: 1, direction: DIRECTIONS.NORTH }, { x: 4, y: 1, direction: DIRECTIONS.NORTH }
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]
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}
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}
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@@ -1,4 +1,7 @@
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import { DungeonGenerator } from '../dungeon/DungeonGenerator.js';
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import { TurnManager } from './TurnManager.js';
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import { HERO_DEFINITIONS } from '../data/Heroes.js';
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import { MONSTER_DEFINITIONS } from '../data/Monsters.js';
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/**
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* GameEngine for Manual Dungeon Construction with Player Movement
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@@ -6,6 +9,7 @@ import { DungeonGenerator } from '../dungeon/DungeonGenerator.js';
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export class GameEngine {
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constructor() {
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this.dungeon = new DungeonGenerator();
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this.turnManager = new TurnManager();
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this.player = null;
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this.selectedEntity = null;
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this.isRunning = false;
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@@ -22,60 +26,160 @@ export class GameEngine {
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this.dungeon.startDungeon(missionConfig);
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// Create player at center of first tile
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this.createPlayer(1.5, 2.5); // Center of 2x6 corridor
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// Create Party (4 Heroes)
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this.createParty();
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this.isRunning = true;
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this.turnManager.startGame();
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// Listen for Phase Changes to Reset Moves
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this.turnManager.on('phase_changed', (phase) => {
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if (phase === 'hero') {
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this.resetHeroMoves();
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}
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});
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}
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createPlayer(x, y) {
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this.player = {
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id: 'p1',
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name: 'Barbarian',
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x: Math.floor(x),
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y: Math.floor(y),
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texturePath: '/assets/images/dungeon1/standees/barbaro.png'
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resetHeroMoves() {
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if (!this.heroes) return;
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this.heroes.forEach(hero => {
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hero.currentMoves = hero.stats.move;
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hero.hasAttacked = false;
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});
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console.log("Refilled Hero Moves");
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}
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createParty() {
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this.heroes = [];
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this.monsters = []; // Initialize monsters array
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// Definition Keys
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const heroKeys = ['barbarian', 'dwarf', 'elf', 'wizard'];
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// Find valid spawn points dynamically
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const startPositions = this.findSpawnPoints(4);
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if (startPositions.length < 4) {
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console.error("Could not find enough spawn points!");
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// Fallback
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startPositions.push({ x: 0, y: 0 }, { x: 1, y: 0 }, { x: 0, y: 1 }, { x: 1, y: 1 });
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}
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heroKeys.forEach((key, index) => {
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const definition = HERO_DEFINITIONS[key];
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const pos = startPositions[index];
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const hero = {
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id: `hero_${key}`,
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type: 'hero',
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key: key,
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name: definition.name,
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x: pos.x,
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y: pos.y,
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texturePath: definition.portrait,
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stats: { ...definition.stats },
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// Game State
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currentMoves: definition.stats.move,
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hasAttacked: false,
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isConscious: true,
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hasLantern: key === 'barbarian' // Default leader
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};
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this.heroes.push(hero);
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if (this.onEntityUpdate) {
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this.onEntityUpdate(hero);
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}
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});
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// Set First Player as Active
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this.activeHeroIndex = 0;
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// Legacy support for single player var (getter proxy)
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this.player = this.heroes[0];
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}
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spawnMonster(monsterKey, x, y) {
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const definition = MONSTER_DEFINITIONS[monsterKey];
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if (!definition) {
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console.error(`Monster definition not found: ${monsterKey}`);
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return;
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}
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const id = `monster_${monsterKey}_${Date.now()}_${Math.random().toString(36).substr(2, 5)}`;
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const monster = {
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id: id,
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type: 'monster',
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key: monsterKey,
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name: definition.name,
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x: x,
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y: y,
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texturePath: definition.portrait,
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stats: { ...definition.stats },
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// Game State
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currentWounds: definition.stats.wounds,
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isDead: false
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};
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this.monsters.push(monster);
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if (this.onEntityUpdate) {
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this.onEntityUpdate(this.player);
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this.onEntityUpdate(monster);
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}
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return monster;
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}
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onCellClick(x, y) {
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// 1. SELECT / DESELECT PLAYER
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if (this.player && x === this.player.x && y === this.player.y) {
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if (this.selectedEntity === this.player) {
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// 1. Check for Hero/Monster Selection
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const clickedHero = this.heroes.find(h => h.x === x && h.y === y);
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const clickedMonster = this.monsters ? this.monsters.find(m => m.x === x && m.y === y) : null;
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const clickedEntity = clickedHero || clickedMonster;
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if (clickedEntity) {
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if (this.selectedEntity === clickedEntity) {
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// Toggle Deselect
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this.deselectPlayer();
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this.deselectEntity();
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} else {
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// Select
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this.selectedEntity = this.player;
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// Select new entity
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if (this.selectedEntity) this.deselectEntity();
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this.selectedEntity = clickedEntity;
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if (this.onEntitySelect) {
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this.onEntitySelect(this.player.id, true);
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this.onEntitySelect(clickedEntity.id, true);
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}
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}
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return;
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}
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// 2. PLAN MOVEMENT (If player selected)
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if (this.selectedEntity === this.player) {
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// 2. PLAN MOVEMENT (If entity selected and we clicked empty space)
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if (this.selectedEntity) {
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this.planStep(x, y);
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}
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}
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deselectPlayer() {
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deselectEntity() {
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if (!this.selectedEntity) return;
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const id = this.selectedEntity.id;
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this.selectedEntity = null;
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this.plannedPath = [];
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if (this.onEntitySelect) this.onEntitySelect(this.player.id, false);
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if (this.onEntitySelect) this.onEntitySelect(id, false);
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if (this.onPathChange) this.onPathChange([]);
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}
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// Alias for legacy calls if any
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deselectPlayer() {
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this.deselectEntity();
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}
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planStep(x, y) {
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// Determine start point (either current player pos or last planned step)
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if (!this.selectedEntity) return;
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// Determine start point
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const lastStep = this.plannedPath.length > 0
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? this.plannedPath[this.plannedPath.length - 1]
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: { x: this.player.x, y: this.player.y };
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: { x: this.selectedEntity.x, y: this.selectedEntity.y };
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// Check Adjacency
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const dx = Math.abs(x - lastStep.x);
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@@ -85,48 +189,62 @@ export class GameEngine {
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// Check Walkability
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const isWalkable = this.canMoveTo(x, y);
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// Check if already in path (prevent loops for simplicity or allow backtracking? User said "mark contigua", implying adding)
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// If clicking the last added step, maybe remove it? (Undo)
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// Check against Max Move Stats
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const maxMove = this.selectedEntity.currentMoves || 0;
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// Also account for the potential next step
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if (this.plannedPath.length >= maxMove && !(this.plannedPath.length > 0 && x === lastStep.x && y === lastStep.y)) {
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// Allow undo (next block), but block new steps
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if (isAdjacent && isWalkable) {
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// Prevent adding more steps
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return;
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}
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}
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// Undo Logic
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if (this.plannedPath.length > 0 && x === lastStep.x && y === lastStep.y) {
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// Clicked last step -> Undo
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this.plannedPath.pop();
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if (this.onPathChange) this.onPathChange(this.plannedPath);
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this.onPathChange && this.onPathChange(this.plannedPath);
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return;
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}
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if (isAdjacent && isWalkable) {
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// Check if not already visited in this path to prevent self-intersection weirdness
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const alreadyInPath = this.plannedPath.some(p => p.x === x && p.y === y);
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const isPlayerPos = this.player.x === x && this.player.y === y;
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const isEntityPos = this.selectedEntity.x === x && this.selectedEntity.y === y;
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if (!alreadyInPath && !isPlayerPos) {
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// Also check if occupied by OTHER heroes?
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const isOccupiedByHero = this.heroes.some(h => h.x === x && h.y === y && h !== this.selectedEntity);
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if (!alreadyInPath && !isEntityPos && !isOccupiedByHero) {
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this.plannedPath.push({ x, y });
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if (this.onPathChange) {
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this.onPathChange(this.plannedPath);
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}
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this.onPathChange && this.onPathChange(this.plannedPath);
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}
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}
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}
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executeMovePath() {
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if (!this.player || !this.plannedPath.length) return;
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if (!this.selectedEntity || !this.plannedPath.length) return;
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||||
// Clone path for the move event
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const path = [...this.plannedPath];
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const entity = this.selectedEntity;
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// Update player logic verification immediately (teleport logic)
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// The visualization will handle the "botecitos"
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// Update verify immediately
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const finalDest = path[path.length - 1];
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this.player.x = finalDest.x;
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this.player.y = finalDest.y;
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entity.x = finalDest.x;
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entity.y = finalDest.y;
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// Trigger Movement Event (Renderer will animate)
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// Visual animation
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if (this.onEntityMove) {
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this.onEntityMove(this.player, path);
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this.onEntityMove(entity, path);
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||||
}
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||||
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||||
// Cleanup
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||||
this.deselectPlayer();
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// Deduct Moves
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||||
if (entity.currentMoves !== undefined) {
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||||
entity.currentMoves -= path.length;
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||||
if (entity.currentMoves < 0) entity.currentMoves = 0;
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||||
}
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||||
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||||
this.deselectEntity();
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||||
}
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||||
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||||
canMoveTo(x, y) {
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||||
@@ -141,18 +259,19 @@ export class GameEngine {
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||||
if (this.onEntityMove) this.onEntityMove(this.player, [{ x, y }]);
|
||||
}
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||||
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||||
isPlayerAdjacentToDoor(doorCells) {
|
||||
if (!this.player) return false;
|
||||
// Check if the Leader (Lamp Bearer) is adjacent to the door
|
||||
isLeaderAdjacentToDoor(doorCells) {
|
||||
if (!this.heroes || this.heroes.length === 0) return false;
|
||||
|
||||
const leader = this.getLeader();
|
||||
if (!leader) return false;
|
||||
|
||||
// doorCells should be an array of {x, y} objects
|
||||
// If it sends a single object, wrap it
|
||||
const cells = Array.isArray(doorCells) ? doorCells : [doorCells];
|
||||
|
||||
for (const cell of cells) {
|
||||
const dx = Math.abs(this.player.x - cell.x);
|
||||
const dy = Math.abs(this.player.y - cell.y);
|
||||
|
||||
// Adjacent means distance of 1 in one direction and 0 in the other
|
||||
const dx = Math.abs(leader.x - cell.x);
|
||||
const dy = Math.abs(leader.y - cell.y);
|
||||
// Orthogonal adjacency check (Manhattan distance === 1)
|
||||
if ((dx === 1 && dy === 0) || (dx === 0 && dy === 1)) {
|
||||
return true;
|
||||
}
|
||||
@@ -160,7 +279,55 @@ export class GameEngine {
|
||||
return false;
|
||||
}
|
||||
|
||||
getLeader() {
|
||||
// Find hero with lantern, default to barbarian if something breaks, or first hero
|
||||
return this.heroes.find(h => h.hasLantern) || this.heroes.find(h => h.key === 'barbarian') || this.heroes[0];
|
||||
}
|
||||
|
||||
// Deprecated generic adjacency (kept for safety or other interactions)
|
||||
isPlayerAdjacentToDoor(doorCells) {
|
||||
return this.isLeaderAdjacentToDoor(doorCells);
|
||||
}
|
||||
|
||||
update(time) {
|
||||
// Minimal update loop
|
||||
}
|
||||
findSpawnPoints(count) {
|
||||
const points = [];
|
||||
const queue = [{ x: 1, y: 1 }]; // Start search near origin but ensure not 0,0 which might be tricky if it's door
|
||||
// Actually, just scan the grid or BFS from center of first tile?
|
||||
// First tile is placed at 0,0. Let's scan from 0,0.
|
||||
|
||||
const startNode = { x: 0, y: 0 };
|
||||
const searchQueue = [startNode];
|
||||
const visited = new Set(['0,0']);
|
||||
|
||||
let loops = 0;
|
||||
while (searchQueue.length > 0 && points.length < count && loops < 200) {
|
||||
const current = searchQueue.shift();
|
||||
|
||||
if (this.dungeon.grid.isOccupied(current.x, current.y)) {
|
||||
points.push(current);
|
||||
}
|
||||
|
||||
// Neighbors
|
||||
const neighbors = [
|
||||
{ x: current.x + 1, y: current.y },
|
||||
{ x: current.x - 1, y: current.y },
|
||||
{ x: current.x, y: current.y + 1 },
|
||||
{ x: current.x, y: current.y - 1 }
|
||||
];
|
||||
|
||||
for (const n of neighbors) {
|
||||
const key = `${n.x},${n.y}`;
|
||||
if (!visited.has(key)) {
|
||||
visited.add(key);
|
||||
searchQueue.push(n);
|
||||
}
|
||||
}
|
||||
loops++;
|
||||
}
|
||||
|
||||
return points;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -5,30 +5,36 @@ export class TurnManager {
|
||||
this.currentTurn = 0;
|
||||
this.currentPhase = GAME_PHASES.SETUP;
|
||||
this.listeners = {}; // Simple event system
|
||||
|
||||
// Power Phase State
|
||||
this.currentPowerRoll = 0;
|
||||
this.eventsTriggered = [];
|
||||
}
|
||||
|
||||
startGame() {
|
||||
this.currentTurn = 1;
|
||||
this.setPhase(GAME_PHASES.HERO); // Jump straight to Hero phase for now
|
||||
console.log(`--- TURN ${this.currentTurn} START ---`);
|
||||
this.startPowerPhase();
|
||||
}
|
||||
|
||||
nextPhase() {
|
||||
// Simple sequential flow for now
|
||||
// Simple sequential flow
|
||||
switch (this.currentPhase) {
|
||||
case GAME_PHASES.POWER:
|
||||
this.setPhase(GAME_PHASES.HERO);
|
||||
break;
|
||||
case GAME_PHASES.HERO:
|
||||
// Usually goes to Exploration if at edge, or Monster if not.
|
||||
// For this dev stage, let's allow manual triggering of Exploration
|
||||
// via UI, so we stay in HERO until confirmed done.
|
||||
// Move to Monster Phase
|
||||
this.setPhase(GAME_PHASES.MONSTER);
|
||||
break;
|
||||
case GAME_PHASES.MONSTER:
|
||||
// Move to Exploration Phase
|
||||
this.setPhase(GAME_PHASES.EXPLORATION);
|
||||
break;
|
||||
case GAME_PHASES.EXPLORATION:
|
||||
// End Turn and restart
|
||||
this.endTurn();
|
||||
break;
|
||||
// Exploration is usually triggered as an interrupt, not strictly sequential
|
||||
}
|
||||
}
|
||||
|
||||
@@ -40,6 +46,37 @@ export class TurnManager {
|
||||
}
|
||||
}
|
||||
|
||||
startPowerPhase() {
|
||||
this.setPhase(GAME_PHASES.POWER);
|
||||
this.rollPowerDice();
|
||||
}
|
||||
|
||||
rollPowerDice() {
|
||||
const roll = Math.floor(Math.random() * 6) + 1;
|
||||
this.currentPowerRoll = roll;
|
||||
console.log(`Power Roll: ${roll}`);
|
||||
|
||||
let message = "The dungeon is quiet...";
|
||||
let eventTriggered = false;
|
||||
|
||||
if (roll === 1) {
|
||||
message = "UNEXPECTED EVENT! (Roll of 1)";
|
||||
eventTriggered = true;
|
||||
this.triggerRandomEvent();
|
||||
}
|
||||
|
||||
this.emit('POWER_RESULT', { roll, message, eventTriggered });
|
||||
|
||||
// Auto-advance to Hero phase after short delay (game feel)
|
||||
setTimeout(() => {
|
||||
this.nextPhase();
|
||||
}, 2000);
|
||||
}
|
||||
|
||||
triggerRandomEvent() {
|
||||
console.warn("TODO: TRIGGER EVENT CARD DRAW");
|
||||
}
|
||||
|
||||
triggerExploration() {
|
||||
this.setPhase(GAME_PHASES.EXPLORATION);
|
||||
// Logic to return to HERO phase would handle elsewhere
|
||||
@@ -48,7 +85,7 @@ export class TurnManager {
|
||||
endTurn() {
|
||||
console.log(`--- TURN ${this.currentTurn} END ---`);
|
||||
this.currentTurn++;
|
||||
this.setPhase(GAME_PHASES.POWER);
|
||||
this.startPowerPhase();
|
||||
}
|
||||
|
||||
// -- Simple Observer Pattern --
|
||||
|
||||
49
src/main.js
49
src/main.js
@@ -44,10 +44,10 @@ game.onEntityUpdate = (entity) => {
|
||||
renderer.addEntity(entity);
|
||||
renderer.updateEntityPosition(entity);
|
||||
|
||||
// Center camera on player spawn
|
||||
if (entity.id === 'p1' && !entity._centered) {
|
||||
// Center camera on FIRST hero spawn
|
||||
if (game.heroes && game.heroes[0] && entity.id === game.heroes[0].id && !window._cameraCentered) {
|
||||
cameraManager.centerOn(entity.x, entity.y);
|
||||
entity._centered = true;
|
||||
window._cameraCentered = true;
|
||||
}
|
||||
};
|
||||
|
||||
@@ -55,9 +55,7 @@ game.onEntityMove = (entity, path) => {
|
||||
renderer.moveEntityAlongPath(entity, path);
|
||||
};
|
||||
|
||||
game.onEntitySelect = (entityId, isSelected) => {
|
||||
renderer.toggleEntitySelection(entityId, isSelected);
|
||||
};
|
||||
// game.onEntitySelect is now handled by UIManager to wrap the renderer call
|
||||
|
||||
renderer.onHeroFinishedMove = (x, y) => {
|
||||
cameraManager.centerOn(x, y);
|
||||
@@ -107,10 +105,24 @@ const handleClick = (x, y, doorMesh) => {
|
||||
}
|
||||
|
||||
if (!doorMesh.userData.isOpen) {
|
||||
const doorExit = doorMesh.userData.cells[0];
|
||||
|
||||
if (game.isPlayerAdjacentToDoor(doorMesh.userData.cells)) {
|
||||
// 1. Check Selection and Leadership (STRICT)
|
||||
const selectedHero = game.selectedEntity;
|
||||
|
||||
if (!selectedHero) {
|
||||
ui.showModal('Ningún Héroe seleccionado', 'Selecciona al <b>Líder (Portador de la Lámpara)</b> para abrir la puerta.');
|
||||
return;
|
||||
}
|
||||
|
||||
if (!selectedHero.hasLantern) {
|
||||
ui.showModal('Acción no permitida', `<b>${selectedHero.name}</b> no lleva la Lámpara. Solo el <b>Líder</b> puede explorar.`);
|
||||
return;
|
||||
}
|
||||
|
||||
// 2. Check Adjacency
|
||||
// Since we know selectedHero IS the leader, we can just check if *this* hero is adjacent.
|
||||
// game.isLeaderAdjacentToDoor checks the 'getLeader()' position, which aligns with selectedHero here.
|
||||
if (game.isLeaderAdjacentToDoor(doorMesh.userData.cells)) {
|
||||
|
||||
// Open door visually
|
||||
renderer.openDoor(doorMesh);
|
||||
@@ -119,11 +131,16 @@ const handleClick = (x, y, doorMesh) => {
|
||||
const exitData = doorMesh.userData.exitData;
|
||||
if (exitData) {
|
||||
generator.selectDoor(exitData);
|
||||
|
||||
// Allow UI to update phase if not already
|
||||
// if (game.turnManager.currentPhase !== 'exploration') {
|
||||
// game.turnManager.setPhase('exploration');
|
||||
// }
|
||||
} else {
|
||||
console.error('[Main] Door missing exitData');
|
||||
}
|
||||
} else {
|
||||
// Optional: Message if too far?
|
||||
ui.showModal('Demasiado lejos', 'El Líder debe estar <b>adyacente</b> a la puerta para abrirla.');
|
||||
}
|
||||
return;
|
||||
}
|
||||
@@ -144,6 +161,20 @@ renderer.setupInteraction(
|
||||
}
|
||||
);
|
||||
|
||||
// Debug: Spawn Monster
|
||||
window.addEventListener('keydown', (e) => {
|
||||
if (e.key === 'm' || e.key === 'M') {
|
||||
const x = game.player.x + 2;
|
||||
const y = game.player.y;
|
||||
if (game.dungeon.grid.isOccupied(x, y)) {
|
||||
console.log("Spawning Orc...");
|
||||
game.spawnMonster('orc', x, y);
|
||||
} else {
|
||||
console.log("Cannot spawn here");
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
// 7. Start
|
||||
|
||||
game.startMission(mission);
|
||||
|
||||
@@ -185,6 +185,14 @@ export class GameRenderer {
|
||||
|
||||
mesh.position.set(entity.x, h / 2, -entity.y);
|
||||
|
||||
// Clear old children if re-adding (to prevent multiple rings)
|
||||
for (let i = mesh.children.length - 1; i >= 0; i--) {
|
||||
const child = mesh.children[i];
|
||||
if (child.name === "SelectionRing") {
|
||||
mesh.remove(child);
|
||||
}
|
||||
}
|
||||
|
||||
// Selection Circle
|
||||
const ringGeom = new THREE.RingGeometry(0.3, 0.4, 32);
|
||||
const ringMat = new THREE.MeshBasicMaterial({ color: 0xffff00, side: THREE.DoubleSide, transparent: true, opacity: 0.35 });
|
||||
@@ -471,7 +479,7 @@ export class GameRenderer {
|
||||
},
|
||||
undefined,
|
||||
(err) => {
|
||||
console.error(`[TextureLoader] ✗ Failed to load: ${path}`, err);
|
||||
console.error(`[TextureLoader] [Checked] ✗ Failed to load: ${path}`, err);
|
||||
}
|
||||
);
|
||||
tex.magFilter = THREE.NearestFilter;
|
||||
|
||||
@@ -5,9 +5,39 @@ export class UIManager {
|
||||
this.cameraManager = cameraManager;
|
||||
this.game = gameEngine;
|
||||
this.dungeon = gameEngine.dungeon;
|
||||
this.selectedHero = null;
|
||||
|
||||
this.createHUD();
|
||||
this.createGameStatusPanel(); // New Panel
|
||||
this.setupMinimapLoop();
|
||||
this.setupGameListeners(); // New Listeners
|
||||
|
||||
// Hook into engine callbacks for UI updates
|
||||
const originalSelect = this.game.onEntitySelect;
|
||||
this.game.onEntitySelect = (id, isSelected) => {
|
||||
// 1. Call Renderer (was in main.js)
|
||||
if (this.cameraManager && this.cameraManager.renderer) {
|
||||
this.cameraManager.renderer.toggleEntitySelection(id, isSelected);
|
||||
} else if (window.RENDERER) {
|
||||
window.RENDERER.toggleEntitySelection(id, isSelected);
|
||||
}
|
||||
|
||||
// 2. Update UI
|
||||
if (isSelected) {
|
||||
const hero = this.game.heroes.find(h => h.id === id);
|
||||
this.selectedHero = hero; // Store state
|
||||
this.updateHeroStats(hero);
|
||||
} else {
|
||||
this.selectedHero = null;
|
||||
this.updateHeroStats(null);
|
||||
}
|
||||
};
|
||||
|
||||
const originalMove = this.game.onEntityMove;
|
||||
this.game.onEntityMove = (entity, path) => {
|
||||
if (originalMove) originalMove(entity, path);
|
||||
this.updateHeroStats(entity);
|
||||
};
|
||||
}
|
||||
|
||||
createHUD() {
|
||||
@@ -323,37 +353,17 @@ export class UIManager {
|
||||
|
||||
ctx.clearRect(0, 0, w, h);
|
||||
|
||||
// Center the view on 0,0 or the average?
|
||||
// Let's rely on fixed scale for now
|
||||
const cellSize = 5;
|
||||
const centerX = w / 2;
|
||||
const centerY = h / 2;
|
||||
|
||||
// Draw placed tiles
|
||||
// We can access this.dungeon.grid.occupiedCells for raw occupied spots
|
||||
// Or this.dungeon.placedTiles for structural info (type, color)
|
||||
|
||||
ctx.fillStyle = '#666'; // Generic floor
|
||||
|
||||
// Iterate over grid occupied cells
|
||||
// But grid is a Map, iterating keys is slow.
|
||||
// Better to iterate placedTiles which is an Array
|
||||
|
||||
// Simpler approach: Iterate the Grid Map directly
|
||||
// It's a Map<"x,y", tileId>
|
||||
// Use an iterator
|
||||
for (const [key, tileId] of this.dungeon.grid.occupiedCells) {
|
||||
const [x, y] = key.split(',').map(Number);
|
||||
|
||||
// Coordinate transformation to Canvas
|
||||
// Dungeon (0,0) -> Canvas (CenterX, CenterY)
|
||||
// Y in dungeon is Up/North. Y in Canvas is Down.
|
||||
// So CanvasY = CenterY - (DungeonY * size)
|
||||
|
||||
const cx = centerX + (x * cellSize);
|
||||
const cy = centerY - (y * cellSize);
|
||||
|
||||
// Color based on TileId type?
|
||||
if (tileId.includes('room')) ctx.fillStyle = '#55a';
|
||||
else ctx.fillStyle = '#aaa';
|
||||
|
||||
@@ -379,6 +389,7 @@ export class UIManager {
|
||||
ctx.lineTo(centerX, centerY + 5);
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
showModal(title, message) {
|
||||
// Overlay
|
||||
const overlay = document.createElement('div');
|
||||
@@ -414,7 +425,7 @@ export class UIManager {
|
||||
|
||||
// Message
|
||||
const msgEl = document.createElement('p');
|
||||
msgEl.textContent = message;
|
||||
msgEl.innerHTML = message;
|
||||
msgEl.style.fontSize = '16px';
|
||||
msgEl.style.lineHeight = '1.5';
|
||||
content.appendChild(msgEl);
|
||||
@@ -437,6 +448,7 @@ export class UIManager {
|
||||
overlay.appendChild(content);
|
||||
this.container.appendChild(overlay);
|
||||
}
|
||||
|
||||
showConfirm(title, message, onConfirm) {
|
||||
// Overlay
|
||||
const overlay = document.createElement('div');
|
||||
@@ -472,7 +484,7 @@ export class UIManager {
|
||||
|
||||
// Message
|
||||
const msgEl = document.createElement('p');
|
||||
msgEl.textContent = message;
|
||||
msgEl.innerHTML = message;
|
||||
msgEl.style.fontSize = '16px';
|
||||
msgEl.style.lineHeight = '1.5';
|
||||
content.appendChild(msgEl);
|
||||
@@ -516,4 +528,186 @@ export class UIManager {
|
||||
overlay.appendChild(content);
|
||||
this.container.appendChild(overlay);
|
||||
}
|
||||
|
||||
createGameStatusPanel() {
|
||||
// Top Center Panel
|
||||
this.statusPanel = document.createElement('div');
|
||||
this.statusPanel.style.position = 'absolute';
|
||||
this.statusPanel.style.top = '20px';
|
||||
this.statusPanel.style.left = '50%';
|
||||
this.statusPanel.style.transform = 'translateX(-50%)';
|
||||
this.statusPanel.style.display = 'flex';
|
||||
this.statusPanel.style.flexDirection = 'column';
|
||||
this.statusPanel.style.alignItems = 'center';
|
||||
this.statusPanel.style.pointerEvents = 'none';
|
||||
|
||||
// Turn/Phase Info
|
||||
this.phaseInfo = document.createElement('div');
|
||||
this.phaseInfo.style.backgroundColor = 'rgba(0, 0, 0, 0.8)';
|
||||
this.phaseInfo.style.padding = '10px 20px';
|
||||
this.phaseInfo.style.border = '2px solid #daa520'; // GoldenRod
|
||||
this.phaseInfo.style.borderRadius = '5px';
|
||||
this.phaseInfo.style.color = '#fff';
|
||||
this.phaseInfo.style.fontFamily = '"Cinzel", serif';
|
||||
this.phaseInfo.style.fontSize = '20px';
|
||||
this.phaseInfo.style.textAlign = 'center';
|
||||
this.phaseInfo.style.textTransform = 'uppercase';
|
||||
this.phaseInfo.style.minWidth = '200px';
|
||||
this.phaseInfo.innerHTML = `
|
||||
<div style="font-size: 14px; color: #aaa;">Turn 1</div>
|
||||
<div style="font-size: 24px; color: #daa520;">Setup</div>
|
||||
`;
|
||||
|
||||
this.statusPanel.appendChild(this.phaseInfo);
|
||||
|
||||
// End Phase Button
|
||||
this.endPhaseBtn = document.createElement('button');
|
||||
this.endPhaseBtn.textContent = 'ACABAR FASE AVENTUREROS';
|
||||
this.endPhaseBtn.style.marginTop = '10px';
|
||||
this.endPhaseBtn.style.width = '100%';
|
||||
this.endPhaseBtn.style.padding = '8px';
|
||||
this.endPhaseBtn.style.backgroundColor = '#daa520'; // Gold
|
||||
this.endPhaseBtn.style.color = '#000';
|
||||
this.endPhaseBtn.style.border = '1px solid #8B4513';
|
||||
this.endPhaseBtn.style.borderRadius = '3px';
|
||||
this.endPhaseBtn.style.fontWeight = 'bold';
|
||||
this.endPhaseBtn.style.cursor = 'pointer';
|
||||
this.endPhaseBtn.style.display = 'none'; // Hidden by default
|
||||
this.endPhaseBtn.style.fontFamily = '"Cinzel", serif';
|
||||
this.endPhaseBtn.style.fontSize = '12px';
|
||||
this.endPhaseBtn.style.pointerEvents = 'auto'; // Enable clicking
|
||||
|
||||
this.endPhaseBtn.onmouseover = () => { this.endPhaseBtn.style.backgroundColor = '#ffd700'; };
|
||||
this.endPhaseBtn.onmouseout = () => { this.endPhaseBtn.style.backgroundColor = '#daa520'; };
|
||||
|
||||
this.endPhaseBtn.onclick = () => {
|
||||
console.log('[UIManager] End Phase Button Clicked', this.game.turnManager.currentPhase);
|
||||
this.game.turnManager.nextPhase();
|
||||
};
|
||||
this.statusPanel.appendChild(this.endPhaseBtn);
|
||||
|
||||
// Notification Area (Power Roll results, etc)
|
||||
this.notificationArea = document.createElement('div');
|
||||
this.notificationArea.style.marginTop = '10px';
|
||||
this.notificationArea.style.transition = 'opacity 0.5s';
|
||||
this.notificationArea.style.opacity = '0';
|
||||
this.statusPanel.appendChild(this.notificationArea);
|
||||
|
||||
this.container.appendChild(this.statusPanel);
|
||||
|
||||
// Inject Font
|
||||
if (!document.getElementById('game-font')) {
|
||||
const link = document.createElement('link');
|
||||
link.id = 'game-font';
|
||||
link.href = 'https://fonts.googleapis.com/css2?family=Cinzel:wght@400;700&display=swap';
|
||||
link.rel = 'stylesheet';
|
||||
document.head.appendChild(link);
|
||||
}
|
||||
}
|
||||
|
||||
setupGameListeners() {
|
||||
if (this.game.turnManager) {
|
||||
this.game.turnManager.on('phase_changed', (phase) => {
|
||||
this.updatePhaseDisplay(phase);
|
||||
});
|
||||
|
||||
this.game.turnManager.on('POWER_RESULT', (data) => {
|
||||
this.showPowerRollResult(data);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
updatePhaseDisplay(phase) {
|
||||
if (!this.phaseInfo) return;
|
||||
const turn = this.game.turnManager.currentTurn;
|
||||
|
||||
let content = `
|
||||
<div style="font-size: 14px; color: #aaa;">Turn ${turn}</div>
|
||||
<div style="font-size: 24px; color: #daa520;">${phase.replace('_', ' ')}</div>
|
||||
`;
|
||||
|
||||
if (this.selectedHero) {
|
||||
content += this.getHeroStatsHTML(this.selectedHero);
|
||||
}
|
||||
|
||||
this.phaseInfo.innerHTML = content;
|
||||
|
||||
if (this.endPhaseBtn) {
|
||||
if (phase === 'hero') {
|
||||
this.endPhaseBtn.style.display = 'block';
|
||||
this.endPhaseBtn.textContent = 'ACABAR FASE AVENTUREROS';
|
||||
this.endPhaseBtn.title = "Pasar a la Fase de Monstruos";
|
||||
} else if (phase === 'monster') {
|
||||
this.endPhaseBtn.style.display = 'block';
|
||||
this.endPhaseBtn.textContent = 'ACABAR FASE MONSTRUOS';
|
||||
this.endPhaseBtn.title = "Pasar a Fase de Exploración";
|
||||
} else if (phase === 'exploration') {
|
||||
this.endPhaseBtn.style.display = 'block';
|
||||
this.endPhaseBtn.textContent = 'ACABAR TURNO';
|
||||
this.endPhaseBtn.title = "Finalizar turno y comenzar Fase de Poder";
|
||||
} else {
|
||||
this.endPhaseBtn.style.display = 'none';
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
updateHeroStats(hero) {
|
||||
if (!this.phaseInfo) return;
|
||||
|
||||
const turn = this.game.turnManager.currentTurn;
|
||||
const phase = this.game.turnManager.currentPhase;
|
||||
|
||||
let content = `
|
||||
<div style="font-size: 14px; color: #aaa;">Turn ${turn}</div>
|
||||
<div style="font-size: 24px; color: #daa520;">${phase.replace('_', ' ')}</div>
|
||||
`;
|
||||
|
||||
if (hero) {
|
||||
content += this.getHeroStatsHTML(hero);
|
||||
}
|
||||
|
||||
this.phaseInfo.innerHTML = content;
|
||||
}
|
||||
|
||||
getHeroStatsHTML(hero) {
|
||||
const portraitUrl = hero.texturePath || '';
|
||||
|
||||
const lanternIcon = hero.hasLantern ? '<span style="font-size: 20px; cursor: help;" title="Portador de la Lámpara">🏮</span>' : '';
|
||||
|
||||
return `
|
||||
<div style="margin-top: 15px; border-top: 1px solid #555; paddingTop: 10px; display: flex; align-items: center; justify-content: center; gap: 15px;">
|
||||
<div style="width: 50px; height: 50px; border-radius: 50%; overflow: hidden; border: 2px solid #daa520; background: #000;">
|
||||
<img src="${portraitUrl}" style="width: 100%; height: 100%; object-fit: cover;" alt="${hero.name}">
|
||||
</div>
|
||||
<div style="text-align: left;">
|
||||
<div style="color: #daa520; font-weight: bold; font-size: 16px;">
|
||||
${hero.name} ${lanternIcon}
|
||||
</div>
|
||||
<div style="font-size: 14px;">
|
||||
Moves: <span style="color: ${hero.currentMoves > 0 ? '#4f4' : '#f44'}; font-weight: bold;">${hero.currentMoves}</span> / ${hero.stats.move}
|
||||
</div>
|
||||
</div>
|
||||
</div>
|
||||
`;
|
||||
}
|
||||
|
||||
showPowerRollResult(data) {
|
||||
if (!this.notificationArea) return;
|
||||
const { roll, message, eventTriggered } = data;
|
||||
const color = eventTriggered ? '#ff4444' : '#44ff44';
|
||||
|
||||
this.notificationArea.innerHTML = `
|
||||
<div style="background-color: rgba(0,0,0,0.9); padding: 15px; border: 1px solid ${color}; border-radius: 5px; text-align: center;">
|
||||
<div style="font-family: 'Cinzel'; font-size: 18px; color: #fff; margin-bottom: 5px;">Power Phase</div>
|
||||
<div style="font-size: 40px; font-weight: bold; color: ${color};">${roll}</div>
|
||||
<div style="font-size: 14px; color: #ccc;">${message}</div>
|
||||
</div>
|
||||
`;
|
||||
|
||||
this.notificationArea.style.opacity = '1';
|
||||
|
||||
setTimeout(() => {
|
||||
if (this.notificationArea) this.notificationArea.style.opacity = '0';
|
||||
}, 3000);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user