versión inicial del juego

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2025-12-30 23:24:58 +01:00
commit 7dbc77e75a
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src/view/UIManager.js Normal file
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import { DIRECTIONS } from '../engine/dungeon/Constants.js';
export class UIManager {
constructor(cameraManager, dungeonGenerator) {
this.cameraManager = cameraManager;
this.dungeon = dungeonGenerator;
this.createHUD();
this.setupMinimapLoop();
}
createHUD() {
// Container
this.container = document.createElement('div');
this.container.style.position = 'absolute';
this.container.style.top = '0';
this.container.style.left = '0';
this.container.style.width = '100%';
this.container.style.height = '100%';
this.container.style.pointerEvents = 'none'; // Click through to 3D scene
document.body.appendChild(this.container);
// --- Minimap (Top Left) ---
this.minimapCanvas = document.createElement('canvas');
this.minimapCanvas.width = 200;
this.minimapCanvas.height = 200;
this.minimapCanvas.style.position = 'absolute';
this.minimapCanvas.style.top = '10px';
this.minimapCanvas.style.left = '10px';
this.minimapCanvas.style.border = '2px solid #444';
this.minimapCanvas.style.backgroundColor = 'rgba(0, 0, 0, 0.8)';
this.minimapCanvas.style.pointerEvents = 'auto'; // Allow interaction if needed
this.container.appendChild(this.minimapCanvas);
this.ctx = this.minimapCanvas.getContext('2d');
// --- Camera Controls (Top Right) ---
const controlsContainer = document.createElement('div');
controlsContainer.style.position = 'absolute';
controlsContainer.style.top = '20px';
controlsContainer.style.right = '20px';
controlsContainer.style.display = 'grid';
controlsContainer.style.gridTemplateColumns = '40px 40px 40px';
controlsContainer.style.gap = '5px';
controlsContainer.style.pointerEvents = 'auto';
this.container.appendChild(controlsContainer);
const createBtn = (label, dir) => {
const btn = document.createElement('button');
btn.textContent = label;
btn.style.width = '40px';
btn.style.height = '40px';
btn.style.backgroundColor = '#333';
btn.style.color = '#fff';
btn.style.border = '1px solid #666';
btn.style.cursor = 'pointer';
btn.onclick = () => this.cameraManager.setIsoView(dir);
return btn;
};
// Layout: [N]
// [W] [E]
// [S]
// Grid cells: 1 2 3
const btnN = createBtn('N', DIRECTIONS.NORTH); btnN.style.gridColumn = '2';
const btnW = createBtn('W', DIRECTIONS.WEST); btnW.style.gridColumn = '1';
const btnE = createBtn('E', DIRECTIONS.EAST); btnE.style.gridColumn = '3';
const btnS = createBtn('S', DIRECTIONS.SOUTH); btnS.style.gridColumn = '2';
controlsContainer.appendChild(btnN);
controlsContainer.appendChild(btnW);
controlsContainer.appendChild(btnE);
controlsContainer.appendChild(btnS);
}
setupMinimapLoop() {
const loop = () => {
this.drawMinimap();
requestAnimationFrame(loop);
};
loop();
}
drawMinimap() {
const ctx = this.ctx;
const w = this.minimapCanvas.width;
const h = this.minimapCanvas.height;
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';
ctx.fillRect(cx, cy, cellSize, cellSize);
}
// Draw Exits (Pending)
ctx.fillStyle = '#0f0'; // Green dots for open exits
this.dungeon.pendingExits.forEach(exit => {
const ex = centerX + (exit.x * cellSize);
const ey = centerY - (exit.y * cellSize);
ctx.fillRect(ex, ey, cellSize, cellSize);
});
// Draw Entry (0,0) cross
ctx.strokeStyle = '#f00';
ctx.beginPath();
ctx.moveTo(centerX - 5, centerY);
ctx.lineTo(centerX + 5, centerY);
ctx.moveTo(centerX, centerY - 5);
ctx.lineTo(centerX, centerY + 5);
ctx.stroke();
}
}