✨ implement unified tile system (Issue #14)
- Tree seedlings: plant tree_seed on grass via farming tool; two-stage growth (sprout → sapling → young tree, ~1 min/stage); matures into a harvestable FOREST resource tile - Tile recovery: Nisse chops start a 5-min DARK_GRASS→GRASS timer; terrain canvas updated live via WorldSystem.refreshTerrainTile() - New TreeSeedlingSystem manages sprites, growth ticking, maturation - BootScene generates seedling_0/1/2 textures procedurally - FarmingSystem adds tree_seed to tool cycle (F key) - Stockpile panel shows tree_seed (default: 5); panel height adjusted - StateManager v5: treeSeedlings + tileRecovery in WorldState - WorldSystem uses CanvasTexture for live single-pixel updates Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -1,5 +1,6 @@
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import Phaser from 'phaser'
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import { AUTOSAVE_INTERVAL, TILE_SIZE } from '../config'
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import { TileType } from '../types'
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import type { BuildingType } from '../types'
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import { stateManager } from '../StateManager'
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import { LocalAdapter } from '../NetworkAdapter'
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@@ -10,6 +11,7 @@ import { BuildingSystem } from '../systems/BuildingSystem'
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import { FarmingSystem } from '../systems/FarmingSystem'
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import { VillagerSystem } from '../systems/VillagerSystem'
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import { DebugSystem } from '../systems/DebugSystem'
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import { TreeSeedlingSystem } from '../systems/TreeSeedlingSystem'
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export class GameScene extends Phaser.Scene {
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private adapter!: LocalAdapter
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@@ -20,6 +22,7 @@ export class GameScene extends Phaser.Scene {
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private farmingSystem!: FarmingSystem
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villagerSystem!: VillagerSystem
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debugSystem!: DebugSystem
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private treeSeedlingSystem!: TreeSeedlingSystem
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private autosaveTimer = 0
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private menuOpen = false
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@@ -37,9 +40,10 @@ export class GameScene extends Phaser.Scene {
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this.resourceSystem = new ResourceSystem(this, this.adapter)
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this.buildingSystem = new BuildingSystem(this, this.adapter)
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this.farmingSystem = new FarmingSystem(this, this.adapter)
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this.villagerSystem = new VillagerSystem(this, this.adapter, this.worldSystem)
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this.villagerSystem = new VillagerSystem(this, this.adapter, this.worldSystem)
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this.villagerSystem.init(this.resourceSystem, this.farmingSystem)
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this.debugSystem = new DebugSystem(this, this.villagerSystem, this.worldSystem)
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this.treeSeedlingSystem = new TreeSeedlingSystem(this, this.adapter, this.worldSystem)
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this.debugSystem = new DebugSystem(this, this.villagerSystem, this.worldSystem)
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this.worldSystem.create()
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this.renderPersistentObjects()
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@@ -57,8 +61,12 @@ export class GameScene extends Phaser.Scene {
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}
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this.farmingSystem.create()
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this.farmingSystem.onMessage = (msg) => this.events.emit('toast', msg)
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this.farmingSystem.onToolChange = (tool, label) => this.events.emit('farmToolChanged', tool, label)
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this.farmingSystem.onMessage = (msg) => this.events.emit('toast', msg)
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this.farmingSystem.onToolChange = (tool, label) => this.events.emit('farmToolChanged', tool, label)
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this.farmingSystem.onPlantTreeSeed = (tileX, tileY, tile) =>
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this.treeSeedlingSystem.plantSeedling(tileX, tileY, tile)
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this.treeSeedlingSystem.create()
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this.villagerSystem.create()
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this.villagerSystem.onMessage = (msg) => this.events.emit('toast', msg)
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@@ -70,6 +78,8 @@ export class GameScene extends Phaser.Scene {
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this.adapter.onAction = (action) => {
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if (action.type === 'CHANGE_TILE') {
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this.worldSystem.setTile(action.tileX, action.tileY, action.tile)
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} else if (action.type === 'SPAWN_RESOURCE') {
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this.resourceSystem.spawnResourcePublic(action.resource)
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}
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}
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@@ -102,9 +112,17 @@ export class GameScene extends Phaser.Scene {
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this.resourceSystem.update(delta)
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this.farmingSystem.update(delta)
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this.treeSeedlingSystem.update(delta)
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this.villagerSystem.update(delta)
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this.debugSystem.update()
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// Tick tile-recovery timers; refresh canvas for any tiles that reverted to GRASS
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const recovered = stateManager.tickTileRecovery(delta)
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for (const key of recovered) {
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const [tx, ty] = key.split(',').map(Number)
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this.worldSystem.refreshTerrainTile(tx, ty, TileType.GRASS)
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}
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this.events.emit('cameraMoved', this.cameraSystem.getCenterTile())
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this.buildingSystem.update()
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@@ -144,6 +162,7 @@ export class GameScene extends Phaser.Scene {
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this.resourceSystem.destroy()
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this.buildingSystem.destroy()
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this.farmingSystem.destroy()
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this.treeSeedlingSystem.destroy()
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this.villagerSystem.destroy()
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}
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}
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