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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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### Added
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- **ESC Menu**: pressing ESC when no overlay is open shows a pause menu with Save Game, Load Game, Settings (placeholder), and New Game; New Game requires confirmation before wiping the save
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- ESC key now follows a priority stack: confirmation dialog → context menu → build menu → villager panel → ESC menu → (build/farm mode handled by their systems) → open ESC menu
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### Added
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- **F3 Debug View**: toggleable overlay showing FPS, tile type and contents under the cursor, Nisse count by AI state, active jobs by type, and pathfinding visualization (cyan lines in world space)
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@@ -31,6 +31,10 @@ export class UIScene extends Phaser.Scene {
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private inFarmMode = false
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private debugPanelText!: Phaser.GameObjects.Text
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private debugActive = false
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private escMenuGroup!: Phaser.GameObjects.Group
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private escMenuVisible = false
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private confirmGroup!: Phaser.GameObjects.Group
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private confirmVisible = false
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constructor() { super({ key: 'UI' }) }
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@@ -66,6 +70,8 @@ export class UIScene extends Phaser.Scene {
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this.input.mouse!.disableContextMenu()
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this.contextMenuGroup = this.add.group()
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this.escMenuGroup = this.add.group()
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this.confirmGroup = this.add.group()
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this.input.on('pointerdown', (ptr: Phaser.Input.Pointer) => {
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if (ptr.rightButtonDown()) {
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@@ -78,7 +84,7 @@ export class UIScene extends Phaser.Scene {
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})
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this.input.keyboard!.addKey(Phaser.Input.Keyboard.KeyCodes.ESC)
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.on('down', () => this.hideContextMenu())
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.on('down', () => this.handleEsc())
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}
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/**
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@@ -488,6 +494,179 @@ export class UIScene extends Phaser.Scene {
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this.scene.get('Game').events.emit('uiMenuClose')
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}
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// ─── ESC key handler ──────────────────────────────────────────────────────
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/**
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* Handles ESC key presses with a priority stack:
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* confirm dialog → context menu → build menu → villager panel →
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* esc menu → build/farm mode (handled by their own systems) → open ESC menu.
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*/
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private handleEsc(): void {
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if (this.confirmVisible) { this.hideConfirm(); return }
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if (this.contextMenuVisible) { this.hideContextMenu(); return }
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if (this.buildMenuVisible) { this.closeBuildMenu(); return }
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if (this.villagerPanelVisible){ this.closeVillagerPanel(); return }
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if (this.escMenuVisible) { this.closeEscMenu(); return }
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// Build/farm mode: let BuildingSystem / FarmingSystem handle their own ESC key.
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// We only skip opening the ESC menu while those modes are active.
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if (this.inBuildMode || this.inFarmMode) return
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this.openEscMenu()
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}
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// ─── ESC Menu ─────────────────────────────────────────────────────────────
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/** Opens the ESC pause menu (New Game / Save / Load / Settings). */
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private openEscMenu(): void {
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if (this.escMenuVisible) return
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this.escMenuVisible = true
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this.scene.get('Game').events.emit('uiMenuOpen')
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this.buildEscMenu()
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}
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/** Closes and destroys the ESC menu. */
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private closeEscMenu(): void {
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if (!this.escMenuVisible) return
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this.escMenuVisible = false
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this.escMenuGroup.destroy(true)
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this.escMenuGroup = this.add.group()
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this.scene.get('Game').events.emit('uiMenuClose')
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}
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/** Builds the ESC menu UI elements. */
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private buildEscMenu(): void {
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if (this.escMenuGroup) this.escMenuGroup.destroy(true)
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this.escMenuGroup = this.add.group()
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const menuW = 240
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const btnH = 40
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const entries: { label: string; action: () => void }[] = [
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{ label: '💾 Save Game', action: () => this.doSaveGame() },
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{ label: '📂 Load Game', action: () => this.doLoadGame() },
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{ label: '⚙️ Settings', action: () => this.doSettings() },
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{ label: '🆕 New Game', action: () => this.doNewGame() },
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]
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const menuH = 16 + entries.length * (btnH + 8) + 8
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const mx = this.scale.width / 2 - menuW / 2
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const my = this.scale.height / 2 - menuH / 2
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const bg = this.add.rectangle(mx, my, menuW, menuH, 0x0a0a0a, 0.95)
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.setOrigin(0, 0).setScrollFactor(0).setDepth(400)
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this.escMenuGroup.add(bg)
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this.escMenuGroup.add(
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this.add.text(mx + menuW / 2, my + 12, 'MENU [ESC] close', {
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fontSize: '11px', color: '#666666', fontFamily: 'monospace',
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}).setOrigin(0.5, 0).setScrollFactor(0).setDepth(401)
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)
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entries.forEach((entry, i) => {
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const by = my + 32 + i * (btnH + 8)
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const btn = this.add.rectangle(mx + 12, by, menuW - 24, btnH, 0x1a1a2e, 0.9)
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.setOrigin(0, 0).setScrollFactor(0).setDepth(401).setInteractive()
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btn.on('pointerover', () => btn.setFillStyle(0x2a2a4e, 0.9))
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btn.on('pointerout', () => btn.setFillStyle(0x1a1a2e, 0.9))
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btn.on('pointerdown', entry.action)
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this.escMenuGroup.add(btn)
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this.escMenuGroup.add(
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this.add.text(mx + 24, by + btnH / 2, entry.label, {
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fontSize: '14px', color: '#dddddd', fontFamily: 'monospace',
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}).setOrigin(0, 0.5).setScrollFactor(0).setDepth(402)
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)
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})
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}
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/** Saves the game and shows a toast confirmation. */
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private doSaveGame(): void {
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stateManager.save()
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this.closeEscMenu()
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this.showToast('Game saved!')
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}
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/** Reloads the page to load the last save from localStorage. */
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private doLoadGame(): void {
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this.closeEscMenu()
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window.location.reload()
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}
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/** Opens an empty Settings panel (placeholder). */
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private doSettings(): void {
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this.closeEscMenu()
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this.showToast('Settings — coming soon')
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}
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/** Shows a confirmation dialog before starting a new game. */
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private doNewGame(): void {
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this.closeEscMenu()
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this.showConfirm(
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'Start a new game?\nAll progress will be lost.',
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() => { stateManager.reset(); window.location.reload() },
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)
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}
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// ─── Confirm dialog ───────────────────────────────────────────────────────
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/**
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* Shows a modal confirmation dialog with OK and Cancel buttons.
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* @param message - Message to display (newlines supported)
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* @param onConfirm - Callback invoked when the user confirms
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*/
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private showConfirm(message: string, onConfirm: () => void): void {
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this.hideConfirm()
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this.confirmVisible = true
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this.scene.get('Game').events.emit('uiMenuOpen')
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const dialogW = 280
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const dialogH = 130
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const dx = this.scale.width / 2 - dialogW / 2
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const dy = this.scale.height / 2 - dialogH / 2
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const bg = this.add.rectangle(dx, dy, dialogW, dialogH, 0x0a0a0a, 0.97)
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.setOrigin(0, 0).setScrollFactor(0).setDepth(500)
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this.confirmGroup.add(bg)
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this.confirmGroup.add(
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this.add.text(dx + dialogW / 2, dy + 20, message, {
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fontSize: '13px', color: '#cccccc', fontFamily: 'monospace',
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align: 'center', wordWrap: { width: dialogW - 32 },
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}).setOrigin(0.5, 0).setScrollFactor(0).setDepth(501)
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)
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const btnY = dy + dialogH - 44
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// Cancel button
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const cancelBtn = this.add.rectangle(dx + 16, btnY, 110, 30, 0x333333, 0.9)
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.setOrigin(0, 0).setScrollFactor(0).setDepth(501).setInteractive()
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cancelBtn.on('pointerover', () => cancelBtn.setFillStyle(0x555555, 0.9))
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cancelBtn.on('pointerout', () => cancelBtn.setFillStyle(0x333333, 0.9))
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cancelBtn.on('pointerdown', () => this.hideConfirm())
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this.confirmGroup.add(cancelBtn)
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this.confirmGroup.add(
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this.add.text(dx + 71, btnY + 15, 'Cancel', {
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fontSize: '13px', color: '#aaaaaa', fontFamily: 'monospace',
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}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(502)
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)
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// OK button
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const okBtn = this.add.rectangle(dx + dialogW - 126, btnY, 110, 30, 0x4a1a1a, 0.9)
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.setOrigin(0, 0).setScrollFactor(0).setDepth(501).setInteractive()
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okBtn.on('pointerover', () => okBtn.setFillStyle(0x8a2a2a, 0.9))
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okBtn.on('pointerout', () => okBtn.setFillStyle(0x4a1a1a, 0.9))
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okBtn.on('pointerdown', () => { this.hideConfirm(); onConfirm() })
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this.confirmGroup.add(okBtn)
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this.confirmGroup.add(
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this.add.text(dx + dialogW - 71, btnY + 15, 'OK', {
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fontSize: '13px', color: '#ff8888', fontFamily: 'monospace',
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}).setOrigin(0.5, 0.5).setScrollFactor(0).setDepth(502)
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)
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}
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/** Closes and destroys the confirmation dialog. */
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private hideConfirm(): void {
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if (!this.confirmVisible) return
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this.confirmVisible = false
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this.confirmGroup.destroy(true)
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this.confirmGroup = this.add.group()
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this.scene.get('Game').events.emit('uiMenuClose')
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}
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// ─── Resize ───────────────────────────────────────────────────────────────
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/**
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@@ -518,5 +697,7 @@ export class UIScene extends Phaser.Scene {
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if (this.buildMenuVisible) this.closeBuildMenu()
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if (this.villagerPanelVisible) this.closeVillagerPanel()
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if (this.contextMenuVisible) this.hideContextMenu()
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if (this.escMenuVisible) this.closeEscMenu()
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if (this.confirmVisible) this.hideConfirm()
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}
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}
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