✨ 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>
This commit is contained in:
@@ -7,6 +7,15 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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## [Unreleased]
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### Added
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- **Unified Tile System** (Issue #14):
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- Tree seedlings: player plants `tree_seed` on grass/dark-grass via the F-key farming tool; seedling grows through two stages (sprout → sapling → young tree, ~1 min each); on maturity it becomes a FOREST tile with a harvestable tree resource
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- Tile recovery: when a Nisse chops a tree, the resulting DARK_GRASS tile starts a 5-minute recovery timer and reverts to GRASS automatically, with the terrain canvas updated in real time
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- Three new procedural seedling textures (`seedling_0/1/2`) generated in BootScene
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- `tree_seed` added to stockpile display (default 5 at game start) and to the farming tool cycle
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- `WorldSystem.refreshTerrainTile()` updates the terrain canvas for a single tile without regenerating the full background
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- New `TreeSeedlingSystem` manages seedling sprites, growth ticking, and maturation
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### Added
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- **Nisse Info Panel** (Issue #9): clicking a Nisse opens a top-left panel with name, AI status, energy bar, active job, job priority buttons, and a live work log (last 10 of 20 runtime entries); closes with ESC, ✕ button, or by clicking another Nisse
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- Work log tracks: walking to job, hauling to stockpile, going to sleep, waking up, chopped/mined/farmed results, deposited at stockpile
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@@ -1,5 +1,6 @@
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import { SAVE_KEY, WORLD_TILES, CROP_CONFIGS } from './config'
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import { SAVE_KEY, WORLD_TILES, CROP_CONFIGS, TREE_SEEDLING_STAGE_MS, TILE_RECOVERY_MS } from './config'
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import type { GameStateData, GameAction, PlayerState, WorldState, ItemId } from './types'
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import { TileType } from './types'
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const DEFAULT_PLAYER: PlayerState = {
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id: 'player1',
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@@ -15,13 +16,15 @@ function makeEmptyWorld(seed: number): WorldState {
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buildings: {},
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crops: {},
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villagers: {},
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stockpile: { wood: 10, stone: 5, wheat_seed: 10, carrot_seed: 5, wheat: 0, carrot: 0 },
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stockpile: { wood: 10, stone: 5, wheat_seed: 10, carrot_seed: 5, wheat: 0, carrot: 0, tree_seed: 5 },
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treeSeedlings: {},
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tileRecovery: {},
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}
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}
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function makeDefaultState(): GameStateData {
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return {
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version: 4,
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version: 5,
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world: makeEmptyWorld(Math.floor(Math.random() * 999999)),
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player: { ...DEFAULT_PLAYER, inventory: { ...DEFAULT_PLAYER.inventory } },
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}
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@@ -146,6 +149,26 @@ class StateManager {
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if (v) v.priorities = { ...action.priorities }
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break
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}
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case 'PLANT_TREE_SEED': {
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w.treeSeedlings[action.seedling.id] = { ...action.seedling }
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w.stockpile.tree_seed = Math.max(0, (w.stockpile.tree_seed ?? 0) - 1)
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// Cancel any tile recovery on this tile
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delete w.tileRecovery[`${action.seedling.tileX},${action.seedling.tileY}`]
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break
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}
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case 'REMOVE_TREE_SEEDLING':
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delete w.treeSeedlings[action.seedlingId]
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break
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case 'SPAWN_RESOURCE':
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w.resources[action.resource.id] = { ...action.resource }
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break
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case 'TILE_RECOVERY_START':
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w.tileRecovery[`${action.tileX},${action.tileY}`] = TILE_RECOVERY_MS
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break
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}
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}
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@@ -163,6 +186,47 @@ class StateManager {
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return advanced
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}
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/**
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* Advances all tree-seedling growth timers.
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* Returns IDs of seedlings that have reached stage 2 (ready to mature into a tree).
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* @param delta - Frame delta in milliseconds
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* @returns Array of seedling IDs that are now mature
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*/
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tickSeedlings(delta: number): string[] {
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const advanced: string[] = []
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for (const s of Object.values(this.state.world.treeSeedlings)) {
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s.stageTimerMs -= delta
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if (s.stageTimerMs <= 0) {
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s.stage = Math.min(s.stage + 1, 2)
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s.stageTimerMs = TREE_SEEDLING_STAGE_MS
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advanced.push(s.id)
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}
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}
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return advanced
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}
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/**
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* Ticks tile-recovery timers.
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* Returns keys ("tileX,tileY") of tiles that have now recovered back to GRASS.
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* @param delta - Frame delta in milliseconds
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* @returns Array of recovered tile keys
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*/
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tickTileRecovery(delta: number): string[] {
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const recovered: string[] = []
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const rec = this.state.world.tileRecovery
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for (const key of Object.keys(rec)) {
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rec[key] -= delta
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if (rec[key] <= 0) {
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delete rec[key]
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recovered.push(key)
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// Update tiles array directly (DARK_GRASS → GRASS)
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const [tx, ty] = key.split(',').map(Number)
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this.state.world.tiles[ty * WORLD_TILES + tx] = TileType.GRASS
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}
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}
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return recovered
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}
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save(): void {
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try { localStorage.setItem(SAVE_KEY, JSON.stringify(this.state)) } catch (_) {}
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}
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@@ -172,10 +236,12 @@ class StateManager {
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const raw = localStorage.getItem(SAVE_KEY)
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if (!raw) return null
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const p = JSON.parse(raw) as GameStateData
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if (p.version !== 4) return null
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if (p.version !== 5) return null
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if (!p.world.crops) p.world.crops = {}
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if (!p.world.villagers) p.world.villagers = {}
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if (!p.world.stockpile) p.world.stockpile = {}
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if (!p.world.treeSeedlings) p.world.treeSeedlings = {}
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if (!p.world.tileRecovery) p.world.tileRecovery = {}
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// Reset in-flight AI states to idle on load so runtime timers start fresh
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for (const v of Object.values(p.world.villagers)) {
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if (v.aiState === 'walking' || v.aiState === 'working') v.aiState = 'idle'
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@@ -46,5 +46,11 @@ export const VILLAGER_NAMES = [
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'Orla','Pike','Quinn','Rook','Sera','Tull','Uma','Vex',
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]
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export const SAVE_KEY = 'tg_save_v4'
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export const SAVE_KEY = 'tg_save_v5'
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export const AUTOSAVE_INTERVAL = 30_000
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/** Milliseconds for one tree-seedling stage to advance (two stages = full tree). */
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export const TREE_SEEDLING_STAGE_MS = 60_000 // 1 min per stage → 2 min total
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/** Milliseconds before a bare DARK_GRASS tile (after tree felling) reverts to GRASS. */
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export const TILE_RECOVERY_MS = 300_000 // 5 minutes
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@@ -20,6 +20,7 @@ export class BootScene extends Phaser.Scene {
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this.buildResourceTextures()
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this.buildPlayerTexture()
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this.buildCropTextures()
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this.buildSeedlingTextures()
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this.buildUITextures()
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this.buildVillagerAndBuildingTextures()
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this.generateWorldIfNeeded()
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@@ -287,6 +288,40 @@ export class BootScene extends Phaser.Scene {
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g3.generateTexture('crop_carrot_3', W, H); g3.destroy()
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}
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// ─── Tree seedling textures (3 growth stages) ────────────────────────────
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/**
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* Generates textures for the three tree-seedling growth stages:
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* seedling_0 – small sprout
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* seedling_1 – sapling with leaves
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* seedling_2 – young tree (about to mature into a FOREST tile)
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*/
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private buildSeedlingTextures(): void {
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// Stage 0: tiny sprout
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const g0 = this.add.graphics()
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g0.fillStyle(0x6D4C41); g0.fillRect(10, 20, 4, 10)
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g0.fillStyle(0x66BB6A); g0.fillEllipse(12, 16, 12, 8)
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g0.fillStyle(0x4CAF50); g0.fillEllipse(12, 13, 8, 6)
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g0.generateTexture('seedling_0', 24, 32); g0.destroy()
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// Stage 1: sapling
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const g1 = this.add.graphics()
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g1.fillStyle(0x6D4C41); g1.fillRect(9, 15, 5, 16)
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g1.fillStyle(0x4CAF50); g1.fillCircle(12, 12, 8)
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g1.fillStyle(0x66BB6A, 0.7); g1.fillCircle(7, 16, 5); g1.fillCircle(17, 16, 5)
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g1.fillStyle(0x81C784); g1.fillCircle(12, 8, 5)
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g1.generateTexture('seedling_1', 24, 32); g1.destroy()
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// Stage 2: young tree (mature, ready to become a resource)
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const g2 = this.add.graphics()
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g2.fillStyle(0x000000, 0.15); g2.fillEllipse(12, 28, 16, 6)
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g2.fillStyle(0x6D4C41); g2.fillRect(9, 14, 6, 14)
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g2.fillStyle(0x2E7D32); g2.fillCircle(12, 9, 10)
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g2.fillStyle(0x388E3C); g2.fillCircle(7, 13, 7); g2.fillCircle(17, 13, 7)
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g2.fillStyle(0x43A047); g2.fillCircle(12, 6, 7)
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g2.generateTexture('seedling_2', 24, 32); g2.destroy()
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}
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// ─── UI panel texture ─────────────────────────────────────────────────────
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private buildUITextures(): void {
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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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@@ -39,6 +42,7 @@ export class GameScene extends Phaser.Scene {
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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.init(this.resourceSystem, this.farmingSystem)
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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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@@ -59,6 +63,10 @@ export class GameScene extends Phaser.Scene {
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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.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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@@ -6,7 +6,7 @@ import { stateManager } from '../StateManager'
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const ITEM_ICONS: Record<string, string> = {
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wood: '🪵', stone: '🪨', wheat_seed: '🌱', carrot_seed: '🥕',
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wheat: '🌾', carrot: '🧡',
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wheat: '🌾', carrot: '🧡', tree_seed: '🌲',
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}
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export class UIScene extends Phaser.Scene {
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@@ -119,14 +119,14 @@ export class UIScene extends Phaser.Scene {
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/** Creates the stockpile panel in the top-right corner with item rows and population count. */
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private createStockpilePanel(): void {
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const x = this.scale.width - 178, y = 10
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this.stockpilePanel = this.add.rectangle(x, y, 168, 165, 0x000000, 0.72).setOrigin(0, 0).setScrollFactor(0).setDepth(100)
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this.stockpilePanel = this.add.rectangle(x, y, 168, 187, 0x000000, 0.72).setOrigin(0, 0).setScrollFactor(0).setDepth(100)
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this.stockpileTitleText = this.add.text(x + 10, y + 7, '⚡ STOCKPILE', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
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const items = ['wood','stone','wheat_seed','carrot_seed','wheat','carrot'] as const
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const items = ['wood','stone','wheat_seed','carrot_seed','tree_seed','wheat','carrot'] as const
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items.forEach((item, i) => {
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const t = this.add.text(x + 10, y + 26 + i * 22, `${ITEM_ICONS[item]} ${item}: 0`, { fontSize: '13px', color: '#88dd88', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
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this.stockpileTexts.set(item, t)
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})
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this.popText = this.add.text(x + 10, y + 145, '👥 Nisse: 0 / 0', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
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this.popText = this.add.text(x + 10, y + 167, '👥 Nisse: 0 / 0', { fontSize: '11px', color: '#aaaaaa', fontFamily: 'monospace' }).setScrollFactor(0).setDepth(101)
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}
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/** Refreshes all item quantities and colors in the stockpile panel. */
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@@ -5,15 +5,16 @@ import type { CropKind, CropState, ItemId } from '../types'
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import { stateManager } from '../StateManager'
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import type { LocalAdapter } from '../NetworkAdapter'
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export type FarmingTool = 'none' | 'hoe' | 'wheat_seed' | 'carrot_seed' | 'water'
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export type FarmingTool = 'none' | 'hoe' | 'wheat_seed' | 'carrot_seed' | 'tree_seed' | 'water'
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const TOOL_CYCLE: FarmingTool[] = ['none', 'hoe', 'wheat_seed', 'carrot_seed', 'water']
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const TOOL_CYCLE: FarmingTool[] = ['none', 'hoe', 'wheat_seed', 'carrot_seed', 'tree_seed', 'water']
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const TOOL_LABELS: Record<FarmingTool, string> = {
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none: '— None',
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hoe: '⛏ Hoe (till grass)',
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wheat_seed: '🌾 Wheat Seeds',
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carrot_seed: '🥕 Carrot Seeds',
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tree_seed: '🌲 Tree Seeds (plant on grass)',
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water: '💧 Watering Can',
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}
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@@ -30,6 +31,14 @@ export class FarmingSystem {
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onToolChange?: (tool: FarmingTool, label: string) => void
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/** Emitted for toast notifications */
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onMessage?: (msg: string) => void
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/**
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* Called when the player uses the tree_seed tool on a tile.
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* @param tileX - Target tile column
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* @param tileY - Target tile row
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* @param underlyingTile - The tile type at that position
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* @returns true if planting succeeded, false if validation failed
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*/
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onPlantTreeSeed?: (tileX: number, tileY: number, underlyingTile: TileType) => boolean
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constructor(scene: Phaser.Scene, adapter: LocalAdapter) {
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this.scene = scene
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@@ -89,9 +98,27 @@ export class FarmingSystem {
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if (this.currentTool === 'hoe') this.tillSoil(tileX, tileY, tile)
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else if (this.currentTool === 'water') this.waterTile(tileX, tileY, tile)
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else if (this.currentTool === 'tree_seed') this.plantTreeSeed(tileX, tileY, tile)
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else this.plantCrop(tileX, tileY, tile, this.currentTool.replace('_seed', '') as CropKind)
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}
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/**
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* Delegates tree-seedling planting to the registered callback (TreeSeedlingSystem).
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* Only works on GRASS or DARK_GRASS tiles. Shows a toast on success or failure.
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* @param tileX - Target tile column
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* @param tileY - Target tile row
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* @param tile - Current tile type at that position
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*/
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private plantTreeSeed(tileX: number, tileY: number, tile: TileType): void {
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if (tile !== TileType.GRASS && tile !== TileType.DARK_GRASS) {
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this.onMessage?.('Plant tree seeds on grass!')
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return
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}
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const ok = this.onPlantTreeSeed?.(tileX, tileY, tile)
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if (ok === false) this.onMessage?.('No tree seeds, or tile is occupied!')
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else if (ok) this.onMessage?.('Tree seed planted! 🌱 (~2 min to grow)')
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}
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private tillSoil(tileX: number, tileY: number, tile: TileType): void {
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if (tile !== TileType.GRASS && tile !== TileType.DARK_GRASS) {
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this.onMessage?.('Hoe only works on grass!')
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@@ -76,6 +76,16 @@ export class ResourceSystem {
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this.removeSprite(id)
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}
|
||||
|
||||
/**
|
||||
* Spawns a sprite for a resource that was created at runtime
|
||||
* (e.g. a tree grown from a seedling). The resource must already be
|
||||
* present in the game state when this is called.
|
||||
* @param node - The resource node to render
|
||||
*/
|
||||
public spawnResourcePublic(node: ResourceNodeState): void {
|
||||
this.spawnSprite(node)
|
||||
}
|
||||
|
||||
/** Called when WorldSystem changes a tile (e.g. after tree removed) */
|
||||
syncTileChange(tileX: number, tileY: number, worldSystem: { setTile: (x: number, y: number, type: TileType) => void }): void {
|
||||
const state = stateManager.getState()
|
||||
|
||||
131
src/systems/TreeSeedlingSystem.ts
Normal file
131
src/systems/TreeSeedlingSystem.ts
Normal file
@@ -0,0 +1,131 @@
|
||||
import Phaser from 'phaser'
|
||||
import { TILE_SIZE, TREE_SEEDLING_STAGE_MS } from '../config'
|
||||
import { TileType, PLANTABLE_TILES } from '../types'
|
||||
import type { TreeSeedlingState } from '../types'
|
||||
import { stateManager } from '../StateManager'
|
||||
import type { LocalAdapter } from '../NetworkAdapter'
|
||||
import type { WorldSystem } from './WorldSystem'
|
||||
|
||||
export class TreeSeedlingSystem {
|
||||
private scene: Phaser.Scene
|
||||
private adapter: LocalAdapter
|
||||
private worldSystem: WorldSystem
|
||||
private sprites = new Map<string, Phaser.GameObjects.Image>()
|
||||
|
||||
/**
|
||||
* @param scene - The Phaser scene this system belongs to
|
||||
* @param adapter - Network adapter for dispatching state actions
|
||||
* @param worldSystem - Used to refresh the terrain canvas when a seedling matures
|
||||
*/
|
||||
constructor(scene: Phaser.Scene, adapter: LocalAdapter, worldSystem: WorldSystem) {
|
||||
this.scene = scene
|
||||
this.adapter = adapter
|
||||
this.worldSystem = worldSystem
|
||||
}
|
||||
|
||||
/** Spawns sprites for all seedlings that exist in the saved state. */
|
||||
create(): void {
|
||||
const state = stateManager.getState()
|
||||
for (const s of Object.values(state.world.treeSeedlings)) {
|
||||
this.spawnSprite(s)
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Ticks all seedling growth timers and handles stage changes.
|
||||
* Stage 0→1: updates the sprite to the sapling texture.
|
||||
* Stage 1→2: removes the seedling, spawns a tree resource, and updates the terrain canvas.
|
||||
* @param delta - Frame delta in milliseconds
|
||||
*/
|
||||
update(delta: number): void {
|
||||
const advanced = stateManager.tickSeedlings(delta)
|
||||
for (const id of advanced) {
|
||||
const state = stateManager.getState()
|
||||
const seedling = state.world.treeSeedlings[id]
|
||||
if (!seedling) continue
|
||||
|
||||
if (seedling.stage === 2) {
|
||||
// Fully mature: become a FOREST tile and a real tree resource
|
||||
const { tileX, tileY } = seedling
|
||||
this.removeSprite(id)
|
||||
this.adapter.send({ type: 'REMOVE_TREE_SEEDLING', seedlingId: id })
|
||||
this.adapter.send({ type: 'CHANGE_TILE', tileX, tileY, tile: TileType.FOREST })
|
||||
this.worldSystem.refreshTerrainTile(tileX, tileY, TileType.FOREST)
|
||||
|
||||
const resourceId = `tree_grown_${tileX}_${tileY}_${Date.now()}`
|
||||
this.adapter.send({
|
||||
type: 'SPAWN_RESOURCE',
|
||||
resource: { id: resourceId, tileX, tileY, kind: 'tree', hp: 3 },
|
||||
})
|
||||
} else {
|
||||
// Stage 0→1: update sprite to sapling
|
||||
const sprite = this.sprites.get(id)
|
||||
if (sprite) sprite.setTexture(`seedling_${seedling.stage}`)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Attempts to plant a tree seedling on a grass tile.
|
||||
* Validates that the stockpile has at least one tree_seed, the tile type is
|
||||
* plantable (GRASS or DARK_GRASS), and no other object occupies the tile.
|
||||
* @param tileX - Target tile column
|
||||
* @param tileY - Target tile row
|
||||
* @param underlyingTile - The current tile type (stored on the seedling for later restoration)
|
||||
* @returns true if the seedling was planted, false if validation failed
|
||||
*/
|
||||
plantSeedling(tileX: number, tileY: number, underlyingTile: TileType): boolean {
|
||||
const state = stateManager.getState()
|
||||
|
||||
if ((state.world.stockpile.tree_seed ?? 0) <= 0) return false
|
||||
if (!PLANTABLE_TILES.has(underlyingTile)) return false
|
||||
|
||||
const occupied =
|
||||
Object.values(state.world.resources).some(r => r.tileX === tileX && r.tileY === tileY) ||
|
||||
Object.values(state.world.buildings).some(b => b.tileX === tileX && b.tileY === tileY) ||
|
||||
Object.values(state.world.crops).some(c => c.tileX === tileX && c.tileY === tileY) ||
|
||||
Object.values(state.world.treeSeedlings).some(s => s.tileX === tileX && s.tileY === tileY)
|
||||
|
||||
if (occupied) return false
|
||||
|
||||
const id = `seedling_${tileX}_${tileY}_${Date.now()}`
|
||||
const seedling: TreeSeedlingState = {
|
||||
id, tileX, tileY,
|
||||
stage: 0,
|
||||
stageTimerMs: TREE_SEEDLING_STAGE_MS,
|
||||
underlyingTile,
|
||||
}
|
||||
|
||||
this.adapter.send({ type: 'PLANT_TREE_SEED', seedling })
|
||||
this.spawnSprite(seedling)
|
||||
return true
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates and registers the sprite for a seedling.
|
||||
* @param s - Seedling state to render
|
||||
*/
|
||||
private spawnSprite(s: TreeSeedlingState): void {
|
||||
const x = (s.tileX + 0.5) * TILE_SIZE
|
||||
const y = (s.tileY + 0.5) * TILE_SIZE
|
||||
const key = `seedling_${Math.min(s.stage, 2)}`
|
||||
const sprite = this.scene.add.image(x, y, key)
|
||||
.setOrigin(0.5, 0.85)
|
||||
.setDepth(5)
|
||||
this.sprites.set(s.id, sprite)
|
||||
}
|
||||
|
||||
/**
|
||||
* Destroys the sprite for a seedling and removes it from the registry.
|
||||
* @param id - Seedling ID
|
||||
*/
|
||||
private removeSprite(id: string): void {
|
||||
const s = this.sprites.get(id)
|
||||
if (s) { s.destroy(); this.sprites.delete(id) }
|
||||
}
|
||||
|
||||
/** Destroys all seedling sprites and clears the registry. */
|
||||
destroy(): void {
|
||||
for (const id of [...this.sprites.keys()]) this.removeSprite(id)
|
||||
}
|
||||
}
|
||||
@@ -276,6 +276,8 @@ export class VillagerSystem {
|
||||
this.adapter.send({ type: 'VILLAGER_HARVEST_RESOURCE', villagerId: v.id, resourceId: job.targetId })
|
||||
// Clear the FOREST tile so the area becomes passable for future pathfinding
|
||||
this.adapter.send({ type: 'CHANGE_TILE', tileX: res.tileX, tileY: res.tileY, tile: TileType.DARK_GRASS })
|
||||
// Start recovery timer so DARK_GRASS reverts to GRASS after 5 minutes
|
||||
this.adapter.send({ type: 'TILE_RECOVERY_START', tileX: res.tileX, tileY: res.tileY })
|
||||
this.resourceSystem.removeResource(job.targetId)
|
||||
this.addLog(v.id, '✓ Chopped tree (+2 wood)')
|
||||
}
|
||||
|
||||
@@ -21,6 +21,7 @@ export class WorldSystem {
|
||||
private tileset!: Phaser.Tilemaps.Tileset
|
||||
private bgImage!: Phaser.GameObjects.Image
|
||||
private builtLayer!: Phaser.Tilemaps.TilemapLayer
|
||||
private bgCanvasTexture!: Phaser.Textures.CanvasTexture
|
||||
|
||||
/** @param scene - The Phaser scene this system belongs to */
|
||||
constructor(scene: Phaser.Scene) {
|
||||
@@ -35,10 +36,8 @@ export class WorldSystem {
|
||||
const state = stateManager.getState()
|
||||
|
||||
// --- Canvas background (1px per tile, scaled up, LINEAR filtered) ---
|
||||
const canvas = document.createElement('canvas')
|
||||
canvas.width = WORLD_TILES
|
||||
canvas.height = WORLD_TILES
|
||||
const ctx = canvas.getContext('2d')!
|
||||
const canvasTexture = this.scene.textures.createCanvas('terrain_bg', WORLD_TILES, WORLD_TILES) as Phaser.Textures.CanvasTexture
|
||||
const ctx = canvasTexture.context
|
||||
|
||||
for (let y = 0; y < WORLD_TILES; y++) {
|
||||
for (let x = 0; x < WORLD_TILES; x++) {
|
||||
@@ -48,12 +47,14 @@ export class WorldSystem {
|
||||
}
|
||||
}
|
||||
|
||||
this.scene.textures.addCanvas('terrain_bg', canvas)
|
||||
canvasTexture.refresh()
|
||||
this.bgCanvasTexture = canvasTexture
|
||||
|
||||
this.bgImage = this.scene.add.image(0, 0, 'terrain_bg')
|
||||
.setOrigin(0, 0)
|
||||
.setScale(TILE_SIZE)
|
||||
.setDepth(0)
|
||||
this.scene.textures.get('terrain_bg').setFilter(Phaser.Textures.FilterMode.LINEAR)
|
||||
canvasTexture.setFilter(Phaser.Textures.FilterMode.LINEAR)
|
||||
|
||||
// --- Built tile layer (sparse — only FLOOR, WALL, TILLED_SOIL, WATERED_SOIL) ---
|
||||
this.map = this.scene.make.tilemap({
|
||||
@@ -157,6 +158,21 @@ export class WorldSystem {
|
||||
return state.world.tiles[tileY * WORLD_TILES + tileX] as TileType
|
||||
}
|
||||
|
||||
/**
|
||||
* Updates a single tile's pixel on the background canvas and refreshes the GPU texture.
|
||||
* Used when a natural tile changes at runtime (e.g. DARK_GRASS → GRASS after recovery,
|
||||
* or GRASS → FOREST when a seedling matures).
|
||||
* @param tileX - Tile column
|
||||
* @param tileY - Tile row
|
||||
* @param type - New tile type to reflect visually
|
||||
*/
|
||||
refreshTerrainTile(tileX: number, tileY: number, type: TileType): void {
|
||||
const color = BIOME_COLORS[type] ?? '#0a2210'
|
||||
this.bgCanvasTexture.context.fillStyle = color
|
||||
this.bgCanvasTexture.context.fillRect(tileX, tileY, 1, 1)
|
||||
this.bgCanvasTexture.refresh()
|
||||
}
|
||||
|
||||
/** Destroys the tilemap and background image. */
|
||||
destroy(): void {
|
||||
this.map.destroy()
|
||||
|
||||
28
src/types.ts
28
src/types.ts
@@ -20,7 +20,10 @@ export const IMPASSABLE = new Set<number>([
|
||||
TileType.WALL,
|
||||
])
|
||||
|
||||
export type ItemId = 'wood' | 'stone' | 'wheat_seed' | 'carrot_seed' | 'wheat' | 'carrot'
|
||||
/** Tiles on which tree seedlings may be planted. */
|
||||
export const PLANTABLE_TILES = new Set<TileType>([TileType.GRASS, TileType.DARK_GRASS])
|
||||
|
||||
export type ItemId = 'wood' | 'stone' | 'wheat_seed' | 'carrot_seed' | 'wheat' | 'carrot' | 'tree_seed'
|
||||
|
||||
export type BuildingType = 'floor' | 'wall' | 'chest' | 'bed' | 'stockpile_zone'
|
||||
|
||||
@@ -90,6 +93,18 @@ export interface PlayerState {
|
||||
inventory: Partial<Record<ItemId, number>>
|
||||
}
|
||||
|
||||
export interface TreeSeedlingState {
|
||||
id: string
|
||||
tileX: number
|
||||
tileY: number
|
||||
/** Growth stage: 0 = sprout, 1 = sapling, 2 = mature (converts to resource). */
|
||||
stage: number
|
||||
/** Time remaining until next stage advance, in milliseconds. */
|
||||
stageTimerMs: number
|
||||
/** The tile type that was under the seedling when planted (GRASS or DARK_GRASS). */
|
||||
underlyingTile: TileType
|
||||
}
|
||||
|
||||
export interface WorldState {
|
||||
seed: number
|
||||
tiles: number[]
|
||||
@@ -98,6 +113,13 @@ export interface WorldState {
|
||||
crops: Record<string, CropState>
|
||||
villagers: Record<string, VillagerState>
|
||||
stockpile: Partial<Record<ItemId, number>>
|
||||
/** Planted tree seedlings, keyed by ID. */
|
||||
treeSeedlings: Record<string, TreeSeedlingState>
|
||||
/**
|
||||
* Recovery timers for DARK_GRASS tiles, keyed by "tileX,tileY".
|
||||
* Value is remaining milliseconds until the tile reverts to GRASS.
|
||||
*/
|
||||
tileRecovery: Record<string, number>
|
||||
}
|
||||
|
||||
export interface GameStateData {
|
||||
@@ -123,3 +145,7 @@ export type GameAction =
|
||||
| { type: 'VILLAGER_HARVEST_CROP'; villagerId: string; cropId: string }
|
||||
| { type: 'VILLAGER_DEPOSIT'; villagerId: string }
|
||||
| { type: 'UPDATE_PRIORITIES'; villagerId: string; priorities: JobPriorities }
|
||||
| { type: 'PLANT_TREE_SEED'; seedling: TreeSeedlingState }
|
||||
| { type: 'REMOVE_TREE_SEEDLING'; seedlingId: string }
|
||||
| { type: 'SPAWN_RESOURCE'; resource: ResourceNodeState }
|
||||
| { type: 'TILE_RECOVERY_START'; tileX: number; tileY: number }
|
||||
|
||||
Reference in New Issue
Block a user