🐛 fix uiOpacity on stockpile panel and action bar
Closes #39, closes #40. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@@ -7,6 +7,10 @@ Format follows [Keep a Changelog](https://keepachangelog.com/en/1.0.0/).
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## [Unreleased]
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## [Unreleased]
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### Fixed
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- **Stockpile-Overlay Transparenz** (Issue #39): `updateStaticPanelOpacity()` verwendete `setAlpha()` statt `setFillStyle()` — dadurch wurde die Opacity quadratisch statt linear angewendet; bei 100 % blieb das Panel sichtbar transparent
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- **Action Bar Transparenz** (Issue #40): Action Bar ignorierte `uiOpacity` komplett — Hintergrund war hardcoded auf 0.92; wird jetzt korrekt mit `uiOpacity` erstellt und per `updateStaticPanelOpacity()` live aktualisiert
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### Performance
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### Performance
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- **Event-queue timers** (Issue #36): crops, tree seedlings, and tile-recovery events now use a sorted priority queue with absolute `gameTime` timestamps instead of per-frame countdown iteration — O(due items) per tick instead of O(total items); `WorldState.gameTime` tracks the in-game clock; save migrated from v5 to v6
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- **Event-queue timers** (Issue #36): crops, tree seedlings, and tile-recovery events now use a sorted priority queue with absolute `gameTime` timestamps instead of per-frame countdown iteration — O(due items) per tick instead of O(total items); `WorldState.gameTime` tracks the in-game clock; save migrated from v5 to v6
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@@ -783,11 +783,12 @@ export class UIScene extends Phaser.Scene {
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/**
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/**
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* Applies the current uiOpacity to all static UI elements that are not
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* Applies the current uiOpacity to all static UI elements that are not
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* rebuilt on open (stockpile panel, debug panel background).
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* rebuilt on open (stockpile panel, action bar, debug panel background).
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* Called whenever uiOpacity changes.
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* Called whenever uiOpacity changes.
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*/
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*/
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private updateStaticPanelOpacity(): void {
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private updateStaticPanelOpacity(): void {
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this.stockpilePanel.setAlpha(this.uiOpacity)
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this.stockpilePanel.setFillStyle(0x000000, this.uiOpacity)
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this.actionBarBg.setFillStyle(0x080808, this.uiOpacity)
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const hexAlpha = Math.round(this.uiOpacity * 255).toString(16).padStart(2, '0')
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const hexAlpha = Math.round(this.uiOpacity * 255).toString(16).padStart(2, '0')
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this.debugPanelText.setStyle({ backgroundColor: `#000000${hexAlpha}` })
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this.debugPanelText.setStyle({ backgroundColor: `#000000${hexAlpha}` })
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}
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}
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@@ -1169,7 +1170,7 @@ export class UIScene extends Phaser.Scene {
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const { width, height } = this.scale
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const { width, height } = this.scale
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const barY = height - UIScene.BAR_H
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const barY = height - UIScene.BAR_H
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this.actionBarBg = this.add.rectangle(0, barY, width, UIScene.BAR_H, 0x080808, 0.92)
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this.actionBarBg = this.add.rectangle(0, barY, width, UIScene.BAR_H, 0x080808, this.uiOpacity)
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.setOrigin(0, 0).setScrollFactor(0).setDepth(300)
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.setOrigin(0, 0).setScrollFactor(0).setDepth(300)
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this.actionBuildBtn = this.add.rectangle(8, barY + 8, 88, 32, 0x1a3a1a, 0.9)
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this.actionBuildBtn = this.add.rectangle(8, barY + 8, 88, 32, 0x1a3a1a, 0.9)
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