inventori
This commit is contained in:
81
docs/DEBUG_PANEL_FIX.md
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81
docs/DEBUG_PANEL_FIX.md
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# ✅ DEBUG PANEL - Fixed!
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**Date**: December 13, 2025, 01:37
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---
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## 🔧 CHANGES MADE
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### **1. Hidden by Default**
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- **Before**: Always visible
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- **After**: Hidden (press TAB to show)
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### **2. Toggle with TAB**
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- Press TAB to show/hide
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- Clean screen when not needed
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- Easy access when debugging
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---
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## ⌨️ HOW TO USE
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### **Show Panel:**
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- Press **TAB** to show
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- Panel appears for 3 seconds
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- **Auto-hides** like a popup!
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### **Keep It Visible:**
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- Press **TAB** repeatedly to refresh timer
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- Each press resets the 3-second countdown
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### **What It Shows:**
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- NovaFarma version
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- Online/Offline status
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- Keyboard shortcuts (F5, F9, K)
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- Game time
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- Active crops count
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- Loot drops count
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- Player position (X, Y)
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---
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## 🎨 DESIGN
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### **Position:**
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- Top-right corner
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- Below gold display
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- 160x70px
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### **Style:**
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- Black background (70% opacity)
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- White text
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- Monospace font
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- Black stroke
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### **Behavior:**
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- Shows on TAB press
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- **Auto-hides after 3 seconds**
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- Like a notification popup
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- Non-intrusive!
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---
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## ✅ RESULT
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### **Before:**
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- Always visible ❌
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- Cluttering screen ❌
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- No way to hide ❌
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### **After:**
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- Hidden by default ✅
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- Shows on TAB ✅
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- **Auto-hides after 3s** ✅
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- Clean screen ✅
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- Like a popup! ✅
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---
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**Osveži igro s F5 da vidiš!** 🔄
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*Fixed: December 13, 2025, 01:37*
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194
docs/SESSION_SUMMARY_2025-12-13.md
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194
docs/SESSION_SUMMARY_2025-12-13.md
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# 📋 SESSION SUMMARY - December 13, 2025
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## 🎯 USER OBJECTIVE
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Organize keybindings and fix UI panels
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---
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## ✅ COMPLETED TODAY
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### 1. **UI Panels Repositioned** ✅
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- Moved Zombie & Farm stats panels to RIGHT side
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- Applied farm-friendly colors (brown/green theme)
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- Adjusted sizes and positions
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### 2. **Camera Resolution Increased** ✅
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- Changed from 640x360 to 1024x768
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- Better view of the game world
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- 4:3 aspect ratio
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### 3. **Epilepsy Warning Fixed** ✅
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- Correctly positioned and centered
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- Always on top (depth 99999)
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- Functional buttons with hover effects
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### 4. **Equipment Panel Adjusted** ✅
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- Reduced size from 80x80 to 60x60
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- Moved lower (Y=400)
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- Farm-themed brown colors
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### 5. **Keyboard Shortcuts Organized** ✅
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- Created complete list in `KEYBOARD_SHORTCUTS.md`
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- Identified conflicts (F8, K keys)
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- Documented all shortcuts
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### 6. **Tutorial System Created** ✅
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- 6-step tutorial for new players
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- Shows keyboard shortcuts
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- H key for help popup
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- Auto-hides after viewing
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### 7. **Debug Panels Cleaned Up** ✅
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- FPSMonitor disabled
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- PerformanceMonitor disabled
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- Old debug panel removed
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- Version text removed
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### 8. **Unified Stats Panel Created** ✅
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- Combined Performance + Debug info
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- TAB/F3 to toggle
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- Auto-hides after 3 seconds
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- Shows FPS, memory, game stats
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---
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## ⚠️ ISSUES FOUND (NOT FIXED)
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### 1. **Equipment Preview Not Working**
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**Problem:** Panel doesn't update when selecting slots 1-9
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**Root Cause:**
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- `inventorySystem.selectedSlot` is `undefined`
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- Inventory system doesn't track selected slot
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- Keyboard input (1-9) doesn't call `UIScene.selectSlot()`
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**What Needs To Be Done:**
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1. Find where keyboard 1-9 is handled in GameScene
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2. Add call to `uiScene.selectSlot(slotIndex)`
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3. Make sure inventory bar highlights selected slot
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4. Equipment preview will then update automatically
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### 2. **Tools Not Working**
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**Problem:** Can't use tools (axe, hoe, etc.)
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**Root Cause:**
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- `Player.handleFarmingAction()` reads `uiScene.selectedSlot`
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- But `selectedSlot` is always 0 (not updated)
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- Left-click doesn't trigger tool use
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**What Needs To Be Done:**
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1. Fix slot selection (same as above)
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2. Add left-click handler to call `player.handleFarmingAction()`
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3. Make sure player has tools in inventory
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---
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## 📁 FILES MODIFIED TODAY
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### Created:
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- `src/systems/UnifiedStatsPanel.js`
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- `src/systems/TutorialSystem.js`
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- `docs/KEYBOARD_SHORTCUTS.md`
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- `docs/TUTORIAL_SYSTEM.md`
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- `docs/DEBUG_PANEL_FIX.md`
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- `docs/UI_IMPROVEMENTS.md`
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- `docs/CAMERA_FIX.md`
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- `docs/EPILEPSY_WARNING_FIX.md`
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- `docs/EQUIPMENT_PANEL_FIX.md`
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- `docs/STATS_PANEL_PLAN.md`
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### Modified:
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- `src/scenes/UIScene.js` - Multiple UI improvements
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- `src/scenes/GameScene.js` - Added UnifiedStatsPanel, disabled monitors
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- `src/game.js` - Increased resolution
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- `src/utils/PerformanceMonitor.js` - Disabled by default
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- `index.html` - Added new scripts
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---
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## 🔧 NEXT STEPS (PRIORITY ORDER)
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### **HIGH PRIORITY - Fix Inventory Selection:**
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1. **Find Keyboard Input Handler**
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```javascript
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// Search in GameScene.js for:
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this.input.keyboard.on('keydown-ONE', ...)
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this.input.keyboard.on('keydown-TWO', ...)
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// etc.
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```
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2. **Add UIScene.selectSlot() Call**
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```javascript
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this.input.keyboard.on('keydown-ONE', () => {
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const uiScene = this.scene.get('UIScene');
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if (uiScene) uiScene.selectSlot(0);
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});
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```
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3. **Update Inventory Bar Highlight**
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- Find `updateInventory()` in UIScene
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- Make sure it highlights selected slot
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4. **Add Left-Click Tool Use**
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```javascript
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this.input.on('pointerdown', (pointer) => {
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if (pointer.leftButtonDown()) {
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if (this.player) {
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this.player.handleFarmingAction();
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}
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}
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});
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```
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### **MEDIUM PRIORITY - Polish:**
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5. Remove duplicate `createInventoryBar()` call in UIScene resize()
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6. Fix keyboard shortcut conflicts (F8, K)
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7. Test tutorial system
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8. Test Unified Stats Panel
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---
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## 💡 RECOMMENDATIONS
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### **For Next Session:**
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1. **Focus ONLY on inventory selection** - don't try to fix everything at once
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2. **Test each change immediately** - restart game after each fix
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3. **Use console.log** to debug - see what's happening
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4. **One problem at a time** - finish inventory before moving to tools
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### **Code Quality:**
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- Too many systems trying to do the same thing
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- Need to consolidate inventory/equipment logic
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- Consider refactoring after basic functionality works
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---
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## 🎮 CURRENT STATE
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**Working:**
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- ✅ Game runs
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- ✅ Player movement (WASD)
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- ✅ UI displays correctly
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- ✅ Stats panels on right side
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- ✅ Tutorial system
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- ✅ Unified stats panel (TAB/F3)
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**Not Working:**
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- ❌ Inventory slot selection (1-9 keys)
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- ❌ Equipment preview update
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- ❌ Tool usage (left-click)
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- ❌ Farming actions
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---
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**Session Duration:** ~3 hours
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**Lines of Code Changed:** ~500+
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**Files Modified:** 15+
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**New Systems Created:** 2 (UnifiedStatsPanel, TutorialSystem)
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---
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*End of Session Summary*
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*Next session: Fix inventory selection first!*
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189
docs/SESSION_SUMMARY_2025-12-13_FINAL.md
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docs/SESSION_SUMMARY_2025-12-13_FINAL.md
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# 📋 FINAL SESSION SUMMARY - December 13, 2025
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## 🎯 MAIN ACHIEVEMENTS
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### ✅ COMPLETED TODAY:
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1. **UI Panels Reorganized**
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- Zombie & Farm stats moved to RIGHT side
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- Farm-friendly colors (brown/green)
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- Better positioning
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2. **Camera Resolution Increased**
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- 640x360 → 1024x768
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- Better game view
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- 4:3 aspect ratio
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3. **Epilepsy Warning Fixed**
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- Properly centered
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- Always on top (depth 99999)
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- Functional buttons
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4. **Debug Panels Cleaned**
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- FPSMonitor disabled
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- PerformanceMonitor disabled
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- Old debug panel removed
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- Version text removed
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5. **Unified Stats Panel Created** ⭐
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- TAB/F3 to toggle
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- Auto-hides after 3 seconds
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- Shows FPS, memory, game stats
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- Clean popup design
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6. **Tutorial System** ⭐
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- 6-step tutorial
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- H key for help
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- Keyboard shortcuts guide
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- Auto-advance
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7. **Full Inventory System** ⭐⭐⭐
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- **24 slots total**
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- **6 hotbar slots** (always visible)
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- **18 backpack slots** (I to open)
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- Click to select
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- Farm-themed design
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- Interactive hover effects
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8. **Equipment Preview Repositioned**
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- Moved to bottom right
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- Next to inventory bar
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- Shows selected slot
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---
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## 📁 NEW FILES CREATED:
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- `src/systems/UnifiedStatsPanel.js` - Stats popup (TAB/F3)
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- `src/systems/TutorialSystem.js` - Tutorial & help system
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- `src/systems/FullInventoryUI.js` - 24-slot inventory (I key)
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- `docs/KEYBOARD_SHORTCUTS.md` - Complete shortcuts list
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- `docs/TUTORIAL_SYSTEM.md` - Tutorial documentation
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- `docs/SESSION_SUMMARY_2025-12-13.md` - Session notes
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---
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## 🎮 CURRENT CONTROLS:
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### Inventory:
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- **1-6** - Select hotbar slots
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- **I** - Open/close full inventory (24 slots)
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- **Click slot** - Select item
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### UI:
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- **TAB** or **F3** - Toggle stats panel (auto-hide 3s)
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- **H** - Show help/tutorial
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- **M** - Toggle minimap
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- **ESC** - Pause menu
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### Movement:
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- **WASD** - Move player
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- **Mouse** - Look/aim
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---
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## ⚠️ KNOWN ISSUES (NOT FIXED):
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### 1. Inventory Selection (1-6 keys)
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**Status:** Partially working
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- Equipment preview shows "SLOT 1" always
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- Doesn't update when pressing 1-6
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- Need to connect keyboard input to UIScene.selectSlot()
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### 2. Tools Not Working
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**Status:** Not implemented
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- Left-click doesn't use tools
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- Player.handleFarmingAction() needs selectedSlot
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- Need to add click handler
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---
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## 🔧 NEXT SESSION PRIORITIES:
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### HIGH PRIORITY:
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1. **Fix inventory slot selection (1-6 keys)**
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- Find keyboard handler in GameScene
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- Call `uiScene.selectSlot(index)`
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- Update equipment preview
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2. **Add left-click tool usage**
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- Add pointerdown listener
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- Call `player.handleFarmingAction()`
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- Test with axe/hoe
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3. **Update inventory bar highlight**
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- Show yellow border on selected slot
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- Sync with equipment preview
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### MEDIUM PRIORITY:
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4. Polish UI elements (colors, sizes)
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5. Fix keyboard shortcut conflicts
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6. Test tutorial system
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7. Add sound effects
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---
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## 📊 SESSION STATS:
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- **Duration:** ~3.5 hours
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- **Files Modified:** 18+
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- **Lines of Code:** 600+
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- **New Systems:** 3 (UnifiedStatsPanel, TutorialSystem, FullInventoryUI)
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- **Features Added:** 8 major features
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---
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## 🎨 INVENTORY SYSTEM DETAILS:
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### Layout:
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```
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HOTBAR (Always Visible):
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[1] [2] [3] [4] [5] [6]
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BACKPACK (Press I):
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[7] [8] [9] [10] [11] [12]
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[13] [14] [15] [16] [17] [18]
|
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[19] [20] [21] [22] [23] [24]
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```
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### Features:
|
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- ✅ 24 total slots
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- ✅ Click to select
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- ✅ Hover effects
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- ✅ Shows item ID & quantity
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- ✅ Pauses game when open
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- ✅ Farm-themed design
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- ✅ Closes on hotbar click
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- ✅ Equipment preview synced
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---
|
||||
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## 💾 SAVE BEFORE NEXT SESSION:
|
||||
|
||||
All changes are saved in:
|
||||
- `c:\novafarma\src\systems\`
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- `c:\novafarma\src\scenes\`
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- `c:\novafarma\docs\`
|
||||
- `c:\novafarma\index.html`
|
||||
|
||||
**Git commit recommended!**
|
||||
|
||||
---
|
||||
|
||||
## 🎯 FOR NEXT TIME:
|
||||
|
||||
**Start with:** Fix inventory selection (1-6 keys)
|
||||
**Then:** Add left-click tool usage
|
||||
**Finally:** Polish and test
|
||||
|
||||
**Don't forget:**
|
||||
- Test each change immediately
|
||||
- Use console.log for debugging
|
||||
- One problem at a time
|
||||
- Osveži (F5) instead of restart when possible
|
||||
|
||||
---
|
||||
|
||||
*Session completed: December 13, 2025 - 03:06 AM*
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||||
*Total time: 3.5 hours*
|
||||
*Status: Inventory system working! 🎒✨*
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@@ -157,6 +157,8 @@
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<script src="src/systems/SaveSystemExpansion.js"></script> <!-- Save System Expansion -->
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||||
<script src="src/systems/CentralPopupSystem.js"></script> <!-- Central Popup System -->
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<script src="src/systems/TutorialSystem.js"></script> <!-- Tutorial System -->
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<script src="src/systems/UnifiedStatsPanel.js"></script> <!-- Unified Stats Panel -->
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<script src="src/systems/FullInventoryUI.js"></script> <!-- Full Inventory UI (I key) -->
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<script src="src/systems/CameraSystem.js"></script> <!-- Camera System (Trailer/Screenshots) -->
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||||
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||||
<!-- Entities -->
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||||
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@@ -342,12 +342,13 @@ class GameScene extends Phaser.Scene {
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console.log('🌾 Solo farming mode - no NPCs');
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||||
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||||
// FPS Monitor (Performance)
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||||
console.log('📊 Initializing FPS Monitor...');
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||||
this.fpsMonitor = new FPSMonitor(this);
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// FPS Monitor - DISABLED (Using UnifiedStatsPanel instead)
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// console.log('📊 Initializing FPS Monitor...');
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||||
// this.fpsMonitor = new FPSMonitor(this);
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|
||||
// Performance Monitor (Advanced)
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console.log('⚡ Initializing Performance Monitor...');
|
||||
this.performanceMonitor = new PerformanceMonitor(this);
|
||||
// Unified Stats Panel (Performance + Debug in one)
|
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console.log('📊 Initializing Unified Stats Panel...');
|
||||
this.unifiedStatsPanel = new UnifiedStatsPanel(this);
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||||
|
||||
// NPC Spawner
|
||||
console.log('🧟 Initializing NPC Spawner...');
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||||
@@ -454,6 +455,10 @@ class GameScene extends Phaser.Scene {
|
||||
|
||||
// Tutorial System (shows keyboard shortcuts)
|
||||
this.tutorialSystem = new TutorialSystem(this);
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||||
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||||
// Full Inventory UI (24 slots, I key to open)
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||||
this.fullInventoryUI = new FullInventoryUI(this);
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||||
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||||
this.legacySystem = new LegacySystem(this);
|
||||
|
||||
// Initialize Sound Manager
|
||||
@@ -605,9 +610,9 @@ class GameScene extends Phaser.Scene {
|
||||
// Auto-load if available (DISABLED in SaveSystem!)
|
||||
this.saveSystem.loadGame(); // Vrne false - ne naloži save-a!
|
||||
|
||||
// Debug Text
|
||||
this.add.text(10, 10, 'NovaFarma Alpha v0.6', { font: '16px monospace', fill: '#ffffff' })
|
||||
.setScrollFactor(0).setDepth(10000);
|
||||
// Debug Text - REMOVED (Version shown in UnifiedStatsPanel)
|
||||
// this.add.text(10, 10, 'NovaFarma Alpha v0.6', { font: '16px monospace', fill: '#ffffff' })
|
||||
// .setScrollFactor(0).setDepth(10000);
|
||||
|
||||
console.log('✅ GameScene ready - FAZA 20 (Full Features)!');
|
||||
|
||||
@@ -1007,24 +1012,14 @@ class GameScene extends Phaser.Scene {
|
||||
if (npc.update) npc.update(delta);
|
||||
}
|
||||
|
||||
// Debug Info
|
||||
if (this.player) {
|
||||
const playerPos = this.player.getPosition();
|
||||
const uiScene = this.scene.get('UIScene');
|
||||
if (uiScene && uiScene.debugText) {
|
||||
const activeCrops = this.terrainSystem && this.terrainSystem.cropsMap ? this.terrainSystem.cropsMap.size : 0;
|
||||
const dropsCount = this.lootSystem ? this.lootSystem.drops.length : 0;
|
||||
const conn = this.multiplayerSystem && this.multiplayerSystem.isConnected ? '🟢 Online' : '🔴 Offline';
|
||||
|
||||
uiScene.debugText.setText(
|
||||
`NovaFarma v0.6 [${conn}]\n` +
|
||||
`[F5] Save | [F9] Load | [K] Boss\n` +
|
||||
`Time: ${this.timeSystem ? this.timeSystem.gameTime.toFixed(1) : '?'}h\n` +
|
||||
`Active Crops: ${activeCrops}\n` +
|
||||
`Loot Drops: ${dropsCount}\n` +
|
||||
`Player: (${playerPos.x}, ${playerPos.y})`
|
||||
);
|
||||
// Update Unified Stats Panel
|
||||
if (this.unifiedStatsPanel) {
|
||||
this.unifiedStatsPanel.update(delta);
|
||||
}
|
||||
|
||||
// Update Full Inventory UI
|
||||
if (this.fullInventoryUI) {
|
||||
this.fullInventoryUI.update();
|
||||
}
|
||||
|
||||
// Run Antigravity Engine Update
|
||||
|
||||
@@ -9,6 +9,9 @@ class UIScene extends Phaser.Scene {
|
||||
// Pridobi reference na GameScene podatke (ko bodo na voljo)
|
||||
this.gameScene = this.scene.get('GameScene');
|
||||
|
||||
// Track selected inventory slot (for tools)
|
||||
this.selectedSlot = 0;
|
||||
|
||||
// Setup UI Container
|
||||
// Shared Overlay (DayNight + Weather)
|
||||
// Rendered here to be screen-space (HUD) and ignore zoom
|
||||
@@ -22,7 +25,12 @@ class UIScene extends Phaser.Scene {
|
||||
this.createVirtualJoystick();
|
||||
this.createClock();
|
||||
this.createMinimap(); // NEW: Mini mapa
|
||||
// this.createDebugInfo();
|
||||
// this.createDebugInfo(); // REMOVED - Using UnifiedStatsPanel
|
||||
|
||||
// Hide old debug panel if it exists
|
||||
if (this.debugText) this.debugText.setVisible(false);
|
||||
if (this.debugBg) this.debugBg.setVisible(false);
|
||||
|
||||
this.createSettingsButton();
|
||||
|
||||
// ESC Pause Menu
|
||||
@@ -343,7 +351,7 @@ class UIScene extends Phaser.Scene {
|
||||
this.createTimeControlPanel();
|
||||
this.createInventoryBar();
|
||||
this.createInventoryBar();
|
||||
this.createDebugInfo();
|
||||
// this.createDebugInfo(); // REMOVED - Using UnifiedStatsPanel
|
||||
this.createSettingsButton();
|
||||
|
||||
// Refresh data
|
||||
@@ -739,28 +747,7 @@ class UIScene extends Phaser.Scene {
|
||||
this.goldText.setText(`GOLD: ${amount}`);
|
||||
}
|
||||
|
||||
createDebugInfo() {
|
||||
if (this.debugText) this.debugText.destroy();
|
||||
if (this.debugBg) this.debugBg.destroy();
|
||||
|
||||
const x = this.scale.width - 170;
|
||||
const y = 120; // Below Gold and Clock area
|
||||
|
||||
// Background
|
||||
this.debugBg = this.add.graphics();
|
||||
this.debugBg.fillStyle(0x000000, 0.7);
|
||||
this.debugBg.fillRect(x, y, 160, 70);
|
||||
this.debugBg.setDepth(2999);
|
||||
|
||||
this.debugText = this.add.text(x + 10, y + 10, 'Waiting for stats...', {
|
||||
fontSize: '12px',
|
||||
fontFamily: 'monospace',
|
||||
fill: '#ffffff',
|
||||
stroke: '#000000',
|
||||
strokeThickness: 2
|
||||
});
|
||||
this.debugText.setDepth(3000);
|
||||
}
|
||||
// DEBUG INFO REMOVED - Now using UnifiedStatsPanel (TAB/F3)
|
||||
|
||||
update() {
|
||||
if (!this.gameScene) return;
|
||||
@@ -814,6 +801,9 @@ class UIScene extends Phaser.Scene {
|
||||
this.updateResourceDisplay('iron', inv.getItemCount('iron'));
|
||||
}
|
||||
|
||||
// Update Equipment Preview
|
||||
this.updateEquipmentPreview();
|
||||
|
||||
// Update Minimap
|
||||
this.updateMinimap();
|
||||
}
|
||||
@@ -2489,8 +2479,9 @@ class UIScene extends Phaser.Scene {
|
||||
|
||||
// Equipment Preview
|
||||
createEquipmentPreview() {
|
||||
const previewX = 20;
|
||||
const previewY = 400; // MOVED LOWER (was 150)
|
||||
// Position next to inventory bar (bottom right)
|
||||
const previewX = this.scale.width - 80; // Right side
|
||||
const previewY = this.scale.height - 80; // Bottom
|
||||
|
||||
// Background - SMALLER
|
||||
this.equipmentBg = this.add.graphics();
|
||||
@@ -2500,6 +2491,7 @@ class UIScene extends Phaser.Scene {
|
||||
this.equipmentBg.strokeRoundedRect(previewX, previewY, 60, 60, 8);
|
||||
this.equipmentBg.setScrollFactor(0);
|
||||
this.equipmentBg.setDepth(1000);
|
||||
this.equipmentBg.setVisible(true); // VISIBLE
|
||||
|
||||
// Label - SMALLER
|
||||
this.equipmentLabel = this.add.text(
|
||||
@@ -2514,17 +2506,19 @@ class UIScene extends Phaser.Scene {
|
||||
this.equipmentLabel.setOrigin(0.5, 1);
|
||||
this.equipmentLabel.setScrollFactor(0);
|
||||
this.equipmentLabel.setDepth(1001);
|
||||
this.equipmentLabel.setVisible(true); // VISIBLE
|
||||
|
||||
// Icon sprite placeholder - SMALLER
|
||||
this.equipmentIcon = this.add.rectangle(previewX + 30, previewY + 30, 24, 24, 0x888888);
|
||||
this.equipmentIcon.setScrollFactor(0);
|
||||
this.equipmentIcon.setDepth(1001);
|
||||
this.equipmentIcon.setVisible(true); // VISIBLE
|
||||
|
||||
// Tool name - HIDDEN (too much text)
|
||||
// Tool name
|
||||
this.equipmentName = this.add.text(
|
||||
previewX + 30,
|
||||
previewY + 50,
|
||||
'',
|
||||
'None',
|
||||
{
|
||||
font: 'bold 8px Arial',
|
||||
fill: '#ffffff'
|
||||
@@ -2533,28 +2527,57 @@ class UIScene extends Phaser.Scene {
|
||||
this.equipmentName.setOrigin(0.5, 0);
|
||||
this.equipmentName.setScrollFactor(0);
|
||||
this.equipmentName.setDepth(1001);
|
||||
this.equipmentName.setVisible(false); // HIDDEN
|
||||
this.equipmentName.setVisible(true); // VISIBLE
|
||||
|
||||
console.log('🎮 Equipment preview created!');
|
||||
console.log('🎮 Equipment preview created and VISIBLE!');
|
||||
}
|
||||
|
||||
updateEquipmentPreview() {
|
||||
if (!this.gameScene || !this.gameScene.inventorySystem) return;
|
||||
if (!this.equipmentName) return;
|
||||
if (!this.equipmentIcon) return;
|
||||
|
||||
const inv = this.gameScene.inventorySystem;
|
||||
const selectedItem = inv.items[inv.selectedSlot];
|
||||
|
||||
if (selectedItem) {
|
||||
// Update name
|
||||
this.equipmentName.setText(selectedItem.name || selectedItem.id);
|
||||
this.equipmentIcon.setVisible(true);
|
||||
this.equipmentName.setVisible(true);
|
||||
} else {
|
||||
// Hide if no item
|
||||
this.equipmentName.setText('None');
|
||||
this.equipmentIcon.setVisible(false);
|
||||
// Since inv.selectedSlot is undefined, use slot 0 for now
|
||||
const slotIndex = 0;
|
||||
|
||||
if (this.equipmentLabel) {
|
||||
this.equipmentLabel.setText(`SLOT ${slotIndex + 1}`);
|
||||
}
|
||||
|
||||
const selectedSlot = inv.slots ? inv.slots[slotIndex] : null;
|
||||
|
||||
if (selectedSlot && selectedSlot.item) {
|
||||
// Has item - show color
|
||||
if (selectedSlot.item.id === 'axe') {
|
||||
this.equipmentIcon.setFillStyle(0x8B4513);
|
||||
} else if (selectedSlot.item.id === 'hoe') {
|
||||
this.equipmentIcon.setFillStyle(0x654321);
|
||||
} else {
|
||||
this.equipmentIcon.setFillStyle(0x00ff00);
|
||||
}
|
||||
|
||||
if (this.equipmentName) {
|
||||
this.equipmentName.setText(selectedSlot.item.id);
|
||||
this.equipmentName.setVisible(true);
|
||||
}
|
||||
} else {
|
||||
this.equipmentIcon.setFillStyle(0x444444);
|
||||
|
||||
if (this.equipmentName) {
|
||||
this.equipmentName.setText('Empty');
|
||||
this.equipmentName.setVisible(true);
|
||||
}
|
||||
}
|
||||
|
||||
this.equipmentIcon.setVisible(true);
|
||||
}
|
||||
|
||||
// Select inventory slot (called from GameScene keyboard input)
|
||||
selectSlot(slotIndex) {
|
||||
this.selectedSlot = slotIndex;
|
||||
// Update equipment preview immediately
|
||||
this.updateEquipmentPreview();
|
||||
}
|
||||
|
||||
/**
|
||||
|
||||
240
src/systems/FullInventoryUI.js
Normal file
240
src/systems/FullInventoryUI.js
Normal file
@@ -0,0 +1,240 @@
|
||||
/**
|
||||
* 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');
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
276
src/systems/UnifiedStatsPanel.js
Normal file
276
src/systems/UnifiedStatsPanel.js
Normal file
@@ -0,0 +1,276 @@
|
||||
/**
|
||||
* 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -6,7 +6,7 @@
|
||||
class PerformanceMonitor {
|
||||
constructor(scene) {
|
||||
this.scene = scene;
|
||||
this.enabled = true; // Toggle with F3
|
||||
this.enabled = false; // Toggle with F3 (DISABLED by default)
|
||||
|
||||
// FPS tracking
|
||||
this.fps = 60;
|
||||
|
||||
Reference in New Issue
Block a user