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feature/ac
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08dffa135f
| Author | SHA1 | Date | |
|---|---|---|---|
| 08dffa135f | |||
| 4f2e9f73b6 | |||
| 84b6e51746 | |||
| 5f646d54ca | |||
| 94b2f7f457 | |||
| cd171c859c | |||
| d9ef57c6b0 |
@@ -179,18 +179,19 @@ export class GameScene extends Phaser.Scene {
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const name = `bobj_${building.id}`
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if (this.children.getByName(name)) continue
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const worldDepth = building.tileY + 5
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if (building.kind === 'chest') {
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const g = this.add.graphics().setName(name).setDepth(8)
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const g = this.add.graphics().setName(name).setDepth(worldDepth)
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g.fillStyle(0x8B4513); g.fillRect(wx - 10, wy - 7, 20, 14)
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g.fillStyle(0xCD853F); g.fillRect(wx - 9, wy - 6, 18, 6)
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g.lineStyle(1, 0x5C3317); g.strokeRect(wx - 10, wy - 7, 20, 14)
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} else if (building.kind === 'bed') {
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this.add.image(wx, wy, 'bed_obj').setName(name).setDepth(8)
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this.add.image(wx, wy, 'bed_obj').setName(name).setDepth(worldDepth)
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} else if (building.kind === 'stockpile_zone') {
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this.add.image(wx, wy, 'stockpile_obj').setName(name).setDepth(4).setAlpha(0.8)
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} else if (building.kind === 'forester_hut') {
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// Draw a simple log-cabin silhouette for the forester hut
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const g = this.add.graphics().setName(name).setDepth(8)
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const g = this.add.graphics().setName(name).setDepth(worldDepth)
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// Body
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g.fillStyle(0x6B3F16); g.fillRect(wx - 12, wy - 9, 24, 18)
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// Roof
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@@ -32,7 +32,7 @@ export class BuildingSystem {
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create(): void {
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this.ghost = this.scene.add.rectangle(0, 0, TILE_SIZE, TILE_SIZE, 0x00FF00, 0.35)
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this.ghost.setDepth(20)
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this.ghost.setDepth(1000)
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this.ghost.setVisible(false)
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this.ghost.setStrokeStyle(2, 0x00FF00, 0.8)
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@@ -40,7 +40,7 @@ export class BuildingSystem {
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fontSize: '10px', color: '#ffffff', fontFamily: 'monospace',
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backgroundColor: '#000000aa', padding: { x: 3, y: 2 }
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})
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this.ghostLabel.setDepth(21)
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this.ghostLabel.setDepth(1001)
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this.ghostLabel.setVisible(false)
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this.ghostLabel.setOrigin(0.5, 1)
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@@ -47,10 +47,10 @@ export class ResourceSystem {
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sprite.setOrigin(0.5, 0.75)
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}
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sprite.setDepth(5)
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sprite.setDepth(node.tileY + 5)
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const healthBar = this.scene.add.graphics()
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healthBar.setDepth(6)
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healthBar.setDepth(node.tileY + 6)
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healthBar.setVisible(false)
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this.sprites.set(node.id, { sprite, node, healthBar })
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@@ -110,7 +110,7 @@ export class TreeSeedlingSystem {
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const key = `seedling_${Math.min(s.stage, 2)}`
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const sprite = this.scene.add.image(x, y, key)
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.setOrigin(0.5, 0.85)
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.setDepth(5)
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.setDepth(s.tileY + 5)
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this.sprites.set(s.id, sprite)
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}
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@@ -118,8 +118,9 @@ export class VillagerSystem {
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case 'sleeping':this.tickSleeping(v, rt, delta); break
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}
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// Sync sprite to state position
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// Nisse always render above world objects
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rt.sprite.setPosition(v.x, v.y)
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rt.nameLabel.setPosition(v.x, v.y - 22)
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rt.energyBar.setPosition(0, 0)
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this.drawEnergyBar(rt.energyBar, v.x, v.y, v.energy)
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@@ -569,16 +570,23 @@ export class VillagerSystem {
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* for a newly added Nisse.
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* @param v - Villager state to create sprites for
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*/
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/**
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* Creates and registers all runtime objects (sprite, outline, label, energy bar, icon)
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* for a newly added Nisse.
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* @param v - Villager state to create sprites for
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*/
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private spawnSprite(v: VillagerState): void {
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const sprite = this.scene.add.image(v.x, v.y, 'villager').setDepth(11)
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// Nisse always render above trees, buildings and other world objects.
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const sprite = this.scene.add.image(v.x, v.y, 'villager')
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.setDepth(900)
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const nameLabel = this.scene.add.text(v.x, v.y - 22, v.name, {
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fontSize: '8px', color: '#ffffff', fontFamily: 'monospace',
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backgroundColor: '#00000088', padding: { x: 2, y: 1 },
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}).setOrigin(0.5, 1).setDepth(12)
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}).setOrigin(0.5, 1).setDepth(901)
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const energyBar = this.scene.add.graphics().setDepth(12)
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const jobIcon = this.scene.add.text(v.x, v.y - 18, '', { fontSize: '10px' }).setDepth(13)
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const energyBar = this.scene.add.graphics().setDepth(901)
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const jobIcon = this.scene.add.text(v.x, v.y - 18, '', { fontSize: '10px' }).setDepth(902)
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sprite.setInteractive()
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sprite.on('pointerdown', () => this.onNisseClick?.(v.id))
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@@ -667,6 +675,14 @@ export class VillagerSystem {
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return result
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}
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/**
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* Destroys all Nisse sprites and clears the runtime map.
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* Should be called when the scene shuts down.
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*/
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/**
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* Destroys all Nisse sprites and clears the runtime map.
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* Should be called when the scene shuts down.
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*/
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/**
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* Destroys all Nisse sprites and clears the runtime map.
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* Should be called when the scene shuts down.
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@@ -172,6 +172,16 @@ export class WorldSystem {
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this.resourceTiles.delete(tileY * WORLD_TILES + tileX)
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}
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/**
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* Returns true if a resource (tree or rock) occupies the given tile.
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* Uses the O(1) resourceTiles index.
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* @param tileX - Tile column
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* @param tileY - Tile row
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*/
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hasResourceAt(tileX: number, tileY: number): boolean {
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return this.resourceTiles.has(tileY * WORLD_TILES + tileX)
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}
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/**
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* Converts world pixel coordinates to tile coordinates.
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* @param worldX - World X in pixels
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