Implement manual player movement planning (steps) and hopping animation

- GameEngine: Added path planning logic (click to add step, re-click to undo).
- GameRenderer: Added path visualization (numbered yellow squares).
- GameRenderer: Updated animation to include 'hopping' effect and clear path markers on visit.
- UIManager: Replaced alerts with modals.
- Main: Wired right-click to execute movement.
This commit is contained in:
2026-01-03 00:15:28 +01:00
parent dbed4468c5
commit 7462dd7fed
4 changed files with 176 additions and 43 deletions

View File

@@ -9,6 +9,7 @@ export class GameEngine {
this.player = null;
this.selectedEntity = null;
this.isRunning = false;
this.plannedPath = []; // Array of {x,y}
// Callbacks
this.onEntityUpdate = null;
@@ -39,54 +40,105 @@ export class GameEngine {
if (this.onEntityUpdate) {
this.onEntityUpdate(this.player);
}
}
onCellClick(x, y) {
// If no player selected, select player on click
if (!this.selectedEntity && this.player && x === this.player.x && y === this.player.y) {
this.selectedEntity = this.player;
if (this.onEntitySelect) {
this.onEntitySelect(this.player.id, true);
// 1. SELECT / DESELECT PLAYER
if (this.player && x === this.player.x && y === this.player.y) {
if (this.selectedEntity === this.player) {
// Toggle Deselect
this.deselectPlayer();
} else {
// Select
this.selectedEntity = this.player;
if (this.onEntitySelect) {
this.onEntitySelect(this.player.id, true);
}
}
return;
}
// If player selected, move to clicked cell
// 2. PLAN MOVEMENT (If player selected)
if (this.selectedEntity === this.player) {
if (this.canMoveTo(x, y)) {
this.movePlayer(x, y);
} else {
this.planStep(x, y);
}
}
deselectPlayer() {
this.selectedEntity = null;
this.plannedPath = [];
if (this.onEntitySelect) this.onEntitySelect(this.player.id, false);
if (this.onPathChange) this.onPathChange([]);
}
planStep(x, y) {
// Determine start point (either current player pos or last planned step)
const lastStep = this.plannedPath.length > 0
? this.plannedPath[this.plannedPath.length - 1]
: { x: this.player.x, y: this.player.y };
// Check Adjacency
const dx = Math.abs(x - lastStep.x);
const dy = Math.abs(y - lastStep.y);
const isAdjacent = (dx + dy) === 1;
// Check Walkability
const isWalkable = this.canMoveTo(x, y);
// Check if already in path (prevent loops for simplicity or allow backtracking? User said "mark contigua", implying adding)
// If clicking the last added step, maybe remove it? (Undo)
if (this.plannedPath.length > 0 && x === lastStep.x && y === lastStep.y) {
// Clicked last step -> Undo
this.plannedPath.pop();
if (this.onPathChange) this.onPathChange(this.plannedPath);
return;
}
if (isAdjacent && isWalkable) {
// Check if not already visited in this path to prevent self-intersection weirdness
const alreadyInPath = this.plannedPath.some(p => p.x === x && p.y === y);
const isPlayerPos = this.player.x === x && this.player.y === y;
if (!alreadyInPath && !isPlayerPos) {
this.plannedPath.push({ x, y });
if (this.onPathChange) {
this.onPathChange(this.plannedPath);
}
}
}
}
executeMovePath() {
if (!this.player || !this.plannedPath.length) return;
// Clone path for the move event
const path = [...this.plannedPath];
// Update player logic verification immediately (teleport logic)
// The visualization will handle the "botecitos"
const finalDest = path[path.length - 1];
this.player.x = finalDest.x;
this.player.y = finalDest.y;
// Trigger Movement Event (Renderer will animate)
if (this.onEntityMove) {
this.onEntityMove(this.player, path);
}
// Cleanup
this.deselectPlayer();
}
canMoveTo(x, y) {
// Check if cell is walkable (occupied by a tile)
return this.dungeon.grid.isOccupied(x, y);
}
// Deprecated direct move
movePlayer(x, y) {
// Simple direct movement (no pathfinding for now)
const path = [{ x, y }];
this.player.x = x;
this.player.y = y;
if (this.onEntityMove) {
this.onEntityMove(this.player, path);
}
// Deselect after move
this.selectedEntity = null;
if (this.onEntitySelect) {
this.onEntitySelect(this.player.id, false);
}
if (this.onEntityMove) this.onEntityMove(this.player, [{ x, y }]);
}
isPlayerAdjacentToDoor(doorCells) {