inventori

This commit is contained in:
2025-12-13 03:07:45 +01:00
parent f0cd2ae056
commit 725cd98e7c
9 changed files with 1067 additions and 67 deletions

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/**
* FULL INVENTORY SYSTEM
* 24 slots total: 9 hotbar + 15 backpack
* Press I to open/close
*/
class FullInventoryUI {
constructor(scene) {
this.scene = scene;
this.isOpen = false;
// Create inventory panel (hidden by default)
this.createInventoryPanel();
// Keyboard toggle (I key)
scene.input.keyboard.on('keydown-I', () => {
this.toggle();
});
console.log('🎒 Full Inventory UI created (Press I to open)');
}
createInventoryPanel() {
const uiScene = this.scene.scene.get('UIScene');
if (!uiScene) return;
const centerX = uiScene.scale.width / 2;
const centerY = uiScene.scale.height / 2;
// Container
this.container = uiScene.add.container(centerX, centerY);
this.container.setDepth(50000); // Above everything
this.container.setScrollFactor(0);
this.container.setVisible(false);
// Semi-transparent background overlay
const overlay = uiScene.add.rectangle(0, 0,
uiScene.scale.width * 2,
uiScene.scale.height * 2,
0x000000, 0.7);
overlay.setInteractive(); // Block clicks
this.container.add(overlay);
// Main panel background
const panelWidth = 400;
const panelHeight = 500;
const bg = uiScene.add.graphics();
bg.fillStyle(0x2a4a2a, 0.95); // Dark green
bg.fillRoundedRect(-panelWidth / 2, -panelHeight / 2, panelWidth, panelHeight, 16);
bg.lineStyle(4, 0x90EE90, 1); // Light green border
bg.strokeRoundedRect(-panelWidth / 2, -panelHeight / 2, panelWidth, panelHeight, 16);
this.container.add(bg);
// Title
const title = uiScene.add.text(0, -panelHeight / 2 + 20, '🎒 INVENTORY', {
fontSize: '28px',
fontFamily: 'Arial',
fill: '#FFD700',
fontStyle: 'bold'
}).setOrigin(0.5);
this.container.add(title);
// Subtitle
const subtitle = uiScene.add.text(0, -panelHeight / 2 + 50, '24 Slots Total', {
fontSize: '14px',
fill: '#aaaaaa'
}).setOrigin(0.5);
this.container.add(subtitle);
// Hotbar section (6 slots)
const hotbarLabel = uiScene.add.text(-panelWidth / 2 + 20, -panelHeight / 2 + 80,
'HOTBAR (1-6):', {
fontSize: '16px',
fill: '#FFD700',
fontStyle: 'bold'
});
this.container.add(hotbarLabel);
// Draw hotbar slots
this.hotbarSlots = [];
const slotSize = 50;
const slotSpacing = 10;
const startX = -panelWidth / 2 + 20;
const hotbarY = -panelHeight / 2 + 110;
for (let i = 0; i < 6; i++) {
const x = startX + (i % 6) * (slotSize + slotSpacing);
const slot = this.createSlot(uiScene, x, hotbarY, slotSize, i);
this.hotbarSlots.push(slot);
this.container.add(slot.bg);
this.container.add(slot.text);
}
// Backpack section (15 slots in 3 rows of 5)
const backpackLabel = uiScene.add.text(-panelWidth / 2 + 20, hotbarY + 80,
'BACKPACK:', {
fontSize: '16px',
fill: '#FFD700',
fontStyle: 'bold'
});
this.container.add(backpackLabel);
this.backpackSlots = [];
const backpackStartY = hotbarY + 110;
for (let i = 0; i < 18; i++) {
const row = Math.floor(i / 6);
const col = i % 6;
const x = startX + col * (slotSize + slotSpacing);
const y = backpackStartY + row * (slotSize + slotSpacing);
const slot = this.createSlot(uiScene, x, y, slotSize, i + 6);
this.backpackSlots.push(slot);
this.container.add(slot.bg);
this.container.add(slot.text);
}
// Close button
const closeBtn = uiScene.add.text(0, panelHeight / 2 - 40, '[ CLOSE (I) ]', {
fontSize: '18px',
color: '#00ff00',
backgroundColor: '#003300',
padding: { x: 20, y: 10 },
fontStyle: 'bold'
}).setOrigin(0.5);
closeBtn.setInteractive({ useHandCursor: true });
closeBtn.on('pointerover', () => closeBtn.setScale(1.1));
closeBtn.on('pointerout', () => closeBtn.setScale(1.0));
closeBtn.on('pointerdown', () => this.toggle());
this.container.add(closeBtn);
// Instructions
const instructions = uiScene.add.text(0, panelHeight / 2 - 80,
'Click slot to select • Press I to close', {
fontSize: '12px',
fill: '#888888'
}).setOrigin(0.5);
this.container.add(instructions);
}
createSlot(scene, x, y, size, index) {
// Background
const bg = scene.add.graphics();
bg.fillStyle(0x4a3520, 0.8); // Brown
bg.fillRoundedRect(x, y, size, size, 4);
bg.lineStyle(2, 0x8B4513, 1);
bg.strokeRoundedRect(x, y, size, size, 4);
// Slot number
const text = scene.add.text(x + size / 2, y + size / 2, `${index + 1}`, {
fontSize: '12px',
fill: '#ffffff'
}).setOrigin(0.5);
// Make interactive
const hitArea = new Phaser.Geom.Rectangle(x, y, size, size);
bg.setInteractive(hitArea, Phaser.Geom.Rectangle.Contains);
bg.on('pointerdown', () => {
this.selectSlot(index);
});
bg.on('pointerover', () => {
bg.clear();
bg.fillStyle(0x6a5520, 0.9); // Lighter brown
bg.fillRoundedRect(x, y, size, size, 4);
bg.lineStyle(2, 0xFFD700, 1); // Gold border
bg.strokeRoundedRect(x, y, size, size, 4);
});
bg.on('pointerout', () => {
bg.clear();
bg.fillStyle(0x4a3520, 0.8);
bg.fillRoundedRect(x, y, size, size, 4);
bg.lineStyle(2, 0x8B4513, 1);
bg.strokeRoundedRect(x, y, size, size, 4);
});
return { bg, text, index };
}
selectSlot(index) {
console.log(`📦 Selected slot ${index + 1}`);
// Update UIScene selected slot
const uiScene = this.scene.scene.get('UIScene');
if (uiScene && uiScene.selectSlot) {
uiScene.selectSlot(index);
}
// Close inventory if hotbar slot (0-5)
if (index < 6) {
this.toggle();
}
}
toggle() {
this.isOpen = !this.isOpen;
if (this.container) {
this.container.setVisible(this.isOpen);
}
console.log(`🎒 Inventory: ${this.isOpen ? 'OPEN' : 'CLOSED'}`);
// Pause game when open
if (this.scene.physics) {
this.scene.physics.world.isPaused = this.isOpen;
}
}
update() {
if (!this.isOpen) return;
// Update slot contents from inventory system
const inv = this.scene.inventorySystem;
if (!inv || !inv.slots) return;
// Update hotbar slots (0-5)
this.hotbarSlots.forEach((slot, i) => {
const invSlot = inv.slots[i];
if (invSlot && invSlot.item) {
slot.text.setText(`${invSlot.item.id}\n×${invSlot.quantity || 1}`);
slot.text.setFontSize('10px');
} else {
slot.text.setText(`${i + 1}`);
slot.text.setFontSize('12px');
}
});
// Update backpack slots (6-23)
this.backpackSlots.forEach((slot, i) => {
const invSlot = inv.slots[i + 6];
if (invSlot && invSlot.item) {
slot.text.setText(`${invSlot.item.id}\n×${invSlot.quantity || 1}`);
slot.text.setFontSize('10px');
} else {
slot.text.setText(`${i + 10}`);
slot.text.setFontSize('12px');
}
});
}
}

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/**
* UNIFIED STATS PANEL
* Combines Performance Monitor + Debug Info into one popup
* Toggle with TAB, auto-hides after 3 seconds
*/
class UnifiedStatsPanel {
constructor(scene) {
this.scene = scene;
this.visible = false;
this.autoHideTimer = null;
// FPS tracking
this.fps = 60;
this.fpsHistory = [];
this.maxHistoryLength = 60;
// Stats
this.stats = {
avgFPS: 60,
minFPS: 60,
maxFPS: 60,
frameTime: 16.67,
activeSprites: 0,
memoryMB: 0
};
this.createUI();
this.setupKeyboard();
console.log('📊 Unified Stats Panel initialized (TAB to toggle)');
}
createUI() {
const uiScene = this.scene.scene.get('UIScene');
if (!uiScene) return;
const x = 10;
const y = 10;
const width = 280;
const height = 180;
// Container
this.container = uiScene.add.container(x, y);
this.container.setDepth(100000);
this.container.setScrollFactor(0);
this.container.setVisible(false);
// Background
const bg = uiScene.add.graphics();
bg.fillStyle(0x000000, 0.85);
bg.fillRoundedRect(0, 0, width, height, 8);
bg.lineStyle(3, 0x00ff00, 0.8);
bg.strokeRoundedRect(0, 0, width, height, 8);
this.container.add(bg);
// Title
const title = uiScene.add.text(width / 2, 12, '📊 STATS PANEL', {
fontSize: '14px',
fontFamily: 'Arial',
fill: '#00ff00',
fontStyle: 'bold'
}).setOrigin(0.5, 0);
this.container.add(title);
// Separator
const separator = uiScene.add.graphics();
separator.lineStyle(1, 0x00ff00, 0.5);
separator.lineBetween(10, 30, width - 10, 30);
this.container.add(separator);
// Performance section
this.perfText = uiScene.add.text(15, 38, '', {
fontSize: '11px',
fontFamily: 'Courier New',
fill: '#00ff00',
stroke: '#000000',
strokeThickness: 2
});
this.container.add(this.perfText);
// Debug section
this.debugText = uiScene.add.text(15, 105, '', {
fontSize: '11px',
fontFamily: 'Courier New',
fill: '#ffff00',
stroke: '#000000',
strokeThickness: 2
});
this.container.add(this.debugText);
// FPS Graph
this.graph = uiScene.add.graphics();
this.container.add(this.graph);
// Auto-hide hint
this.hintText = uiScene.add.text(width / 2, height - 8, 'Auto-hides in 3s', {
fontSize: '9px',
fill: '#888888'
}).setOrigin(0.5, 1);
this.container.add(this.hintText);
}
setupKeyboard() {
const uiScene = this.scene.scene.get('UIScene');
if (!uiScene || !uiScene.input) return;
// TAB key
uiScene.input.keyboard.on('keydown-TAB', (event) => {
event.preventDefault();
this.toggle();
});
// F3 key (alternative)
uiScene.input.keyboard.on('keydown-F3', () => {
this.toggle();
});
}
toggle() {
this.visible = !this.visible;
if (this.container) {
this.container.setVisible(this.visible);
}
console.log(`Stats Panel: ${this.visible ? 'ON' : 'OFF'}`);
// Auto-hide after 3 seconds
if (this.visible) {
this.startAutoHideTimer();
} else {
this.cancelAutoHideTimer();
}
}
startAutoHideTimer() {
this.cancelAutoHideTimer();
const uiScene = this.scene.scene.get('UIScene');
if (!uiScene) return;
this.autoHideTimer = uiScene.time.delayedCall(3000, () => {
this.visible = false;
if (this.container) {
this.container.setVisible(false);
}
console.log('Stats Panel auto-hidden');
});
}
cancelAutoHideTimer() {
if (this.autoHideTimer) {
this.autoHideTimer.remove();
this.autoHideTimer = null;
}
}
update(delta) {
if (!this.visible) return;
// Calculate FPS
this.fps = 1000 / delta;
this.fpsHistory.push(this.fps);
if (this.fpsHistory.length > this.maxHistoryLength) {
this.fpsHistory.shift();
}
// Calculate stats
this.stats.avgFPS = this.fpsHistory.reduce((a, b) => a + b, 0) / this.fpsHistory.length;
this.stats.minFPS = Math.min(...this.fpsHistory);
this.stats.maxFPS = Math.max(...this.fpsHistory);
this.stats.frameTime = delta;
this.stats.activeSprites = this.countActiveSprites();
// Memory
if (performance.memory) {
this.stats.memoryMB = (performance.memory.usedJSHeapSize / 1048576).toFixed(1);
}
// Update UI every 5 frames
if (this.scene.game.loop.frame % 5 === 0) {
this.updateUI();
}
}
countActiveSprites() {
if (!this.scene.children) return 0;
return this.scene.children.list.filter(child =>
child.active && child.visible
).length;
}
updateUI() {
// Performance section
if (this.perfText) {
const perfLines = [
`PERFORMANCE:`,
`FPS: ${this.fps.toFixed(1)} (Avg: ${this.stats.avgFPS.toFixed(1)})`,
`Min: ${this.stats.minFPS.toFixed(1)} | Max: ${this.stats.maxFPS.toFixed(1)}`,
`Frame: ${this.stats.frameTime.toFixed(2)}ms`,
`Memory: ${this.stats.memoryMB} MB`
];
this.perfText.setText(perfLines.join('\n'));
}
// Debug section
if (this.debugText) {
const player = this.scene.player;
const playerPos = player ? player.getPosition() : { x: 0, y: 0 };
const activeCrops = this.scene.terrainSystem?.cropsMap?.size || 0;
const dropsCount = this.scene.lootSystem?.drops?.length || 0;
const gameTime = this.scene.timeSystem?.gameTime?.toFixed(1) || '?';
const conn = this.scene.multiplayerSystem?.isConnected ? '🟢' : '🔴';
const debugLines = [
`GAME INFO: ${conn}`,
`Time: ${gameTime}h | Crops: ${activeCrops}`,
`Loot: ${dropsCount} | Sprites: ${this.stats.activeSprites}`,
`Player: (${playerPos.x}, ${playerPos.y})`
];
this.debugText.setText(debugLines.join('\n'));
}
// Draw FPS graph
this.drawGraph();
}
drawGraph() {
if (!this.graph) return;
this.graph.clear();
const graphX = 15;
const graphY = 155;
const graphWidth = 250;
const graphHeight = 15;
const maxFPS = 60;
// Background
this.graph.fillStyle(0x222222, 0.5);
this.graph.fillRect(graphX, graphY, graphWidth, graphHeight);
// FPS bars
const barWidth = graphWidth / this.maxHistoryLength;
this.fpsHistory.forEach((fps, i) => {
const barHeight = (fps / maxFPS) * graphHeight;
const x = graphX + (i * barWidth);
const y = graphY + graphHeight - barHeight;
// Color based on FPS
if (fps < 30) {
this.graph.fillStyle(0xff0000, 0.8); // Red
} else if (fps < 50) {
this.graph.fillStyle(0xffaa00, 0.8); // Orange
} else {
this.graph.fillStyle(0x00ff00, 0.8); // Green
}
this.graph.fillRect(x, y, barWidth, barHeight);
});
// 60 FPS line
this.graph.lineStyle(1, 0xffffff, 0.5);
this.graph.beginPath();
this.graph.moveTo(graphX, graphY);
this.graph.lineTo(graphX + graphWidth, graphY);
this.graph.strokePath();
}
destroy() {
this.cancelAutoHideTimer();
if (this.container) {
this.container.destroy();
}
}
}