This commit is contained in:
2025-12-13 00:58:46 +01:00
parent f0308ddb3a
commit f6450cd3b8
17 changed files with 2401 additions and 32 deletions

View File

@@ -732,9 +732,11 @@ class UIScene extends Phaser.Scene {
}
updateGold(amount) {
if (this.goldText) {
this.goldText.setText(`GOLD: ${amount}`);
if (!this.goldText) {
console.warn('goldText not ready yet, skipping update');
return;
}
this.goldText.setText(`GOLD: ${amount}`);
}
createDebugInfo() {
@@ -2551,4 +2553,171 @@ class UIScene extends Phaser.Scene {
this.equipmentIcon.setVisible(false);
}
}
/**
* CREATE MINIMAP - Circular minimap in top-right corner
*/
createMinimap() {
const minimapSize = 60; // Small circle size when collapsed
const expandedSize = 200; // Large size when expanded
const x = this.scale.width - 80; // Top-right position
const y = 80;
// Minimap container
this.minimapContainer = this.add.container(x, y);
this.minimapContainer.setDepth(9500); // Above most UI
this.minimapContainer.setScrollFactor(0);
// State
this.minimapExpanded = false;
this.minimapCurrentSize = minimapSize;
// Background circle
this.minimapBg = this.add.graphics();
this.minimapBg.fillStyle(0x000000, 0.7);
this.minimapBg.fillCircle(0, 0, minimapSize);
this.minimapBg.lineStyle(3, 0xffffff, 0.8);
this.minimapBg.strokeCircle(0, 0, minimapSize);
this.minimapContainer.add(this.minimapBg);
// Map graphics (terrain)
this.minimapGraphics = this.add.graphics();
this.minimapContainer.add(this.minimapGraphics);
// Player dot
this.minimapPlayerDot = this.add.circle(0, 0, 3, 0xff0000);
this.minimapContainer.add(this.minimapPlayerDot);
// Label
this.minimapLabel = this.add.text(0, -minimapSize - 10, 'MAP', {
fontSize: '12px',
fontFamily: 'Arial',
fill: '#ffffff',
fontStyle: 'bold'
}).setOrigin(0.5);
this.minimapContainer.add(this.minimapLabel);
// Make clickable
const hitArea = new Phaser.Geom.Circle(0, 0, minimapSize);
this.minimapBg.setInteractive(hitArea, Phaser.Geom.Circle.Contains, { useHandCursor: true });
this.minimapBg.on('pointerdown', () => {
this.toggleMinimap();
});
console.log('🗺️ Circular minimap created!');
}
/**
* TOGGLE MINIMAP - Expand/Collapse
*/
toggleMinimap() {
this.minimapExpanded = !this.minimapExpanded;
const targetSize = this.minimapExpanded ? 200 : 60;
// Animate size change
this.tweens.add({
targets: this,
minimapCurrentSize: targetSize,
duration: 300,
ease: 'Power2',
onUpdate: () => {
// Redraw background
this.minimapBg.clear();
this.minimapBg.fillStyle(0x000000, 0.7);
this.minimapBg.fillCircle(0, 0, this.minimapCurrentSize);
this.minimapBg.lineStyle(3, 0xffffff, 0.8);
this.minimapBg.strokeCircle(0, 0, this.minimapCurrentSize);
// Update hit area
const hitArea = new Phaser.Geom.Circle(0, 0, this.minimapCurrentSize);
this.minimapBg.setInteractive(hitArea, Phaser.Geom.Circle.Contains);
// Update label position
this.minimapLabel.setY(-this.minimapCurrentSize - 10);
},
onComplete: () => {
this.updateMinimapContent();
}
});
}
/**
* UPDATE MINIMAP - Called every frame
*/
updateMinimap() {
if (!this.minimapGraphics || !this.gameScene || !this.gameScene.player) return;
// Only update content if expanded
if (this.minimapExpanded) {
this.updateMinimapContent();
}
// Always update player dot position
this.updateMinimapPlayerPosition();
}
/**
* UPDATE MINIMAP CONTENT - Render terrain
*/
updateMinimapContent() {
if (!this.minimapExpanded) return;
if (!this.gameScene || !this.gameScene.terrain) return;
this.minimapGraphics.clear();
const mapSize = this.minimapCurrentSize;
const worldSize = 100; // 100x100 tiles
const scale = (mapSize * 2) / worldSize;
// Get player position
const playerPos = this.gameScene.player.getPosition();
const centerX = playerPos.x;
const centerY = playerPos.y;
// View radius around player
const viewRadius = 25;
// Draw terrain tiles
for (let y = Math.max(0, centerY - viewRadius); y < Math.min(worldSize, centerY + viewRadius); y++) {
for (let x = Math.max(0, centerX - viewRadius); x < Math.min(worldSize, centerX + viewRadius); x++) {
const tile = this.gameScene.terrain[y] && this.gameScene.terrain[y][x];
if (!tile) continue;
// Calculate position relative to player
const relX = (x - centerX) * scale;
const relY = (y - centerY) * scale;
// Only draw if within circle
const dist = Math.sqrt(relX * relX + relY * relY);
if (dist > mapSize) continue;
// Color based on tile type
let color = 0x228B22; // Default green
if (tile.type === 'water') color = 0x4488ff;
else if (tile.type === 'sand') color = 0xf4a460;
else if (tile.type === 'stone') color = 0x808080;
else if (tile.type === 'grass') color = 0x228B22;
this.minimapGraphics.fillStyle(color, 0.8);
this.minimapGraphics.fillRect(relX - scale / 2, relY - scale / 2, scale, scale);
}
}
}
/**
* UPDATE PLAYER DOT POSITION
*/
updateMinimapPlayerPosition() {
// Player is always at center when expanded
if (this.minimapExpanded) {
this.minimapPlayerDot.setPosition(0, 0);
this.minimapPlayerDot.setRadius(5);
} else {
// When collapsed, just show dot at center
this.minimapPlayerDot.setPosition(0, 0);
this.minimapPlayerDot.setRadius(3);
}
}
}

View File

@@ -18,11 +18,11 @@ class FogOfWarSystem {
// Settings
this.settings = {
enabled: true,
enabled: false, // DISABLED - use weather fog instead
fogColor: 0x000000,
fogAlpha: 0.8,
exploredAlpha: 0.3,
visibleRadius: 5, // tiles
fogAlpha: 0.15, // Very light animated fog
exploredAlpha: 0.05, // Almost invisible for explored areas
visibleRadius: 8, // tiles (increased more)
smoothEdges: true,
persistMemory: true,
refogDungeons: true
@@ -159,7 +159,7 @@ class FogOfWarSystem {
}
/**
* Render fog based on current state
* Render fog based on current state - ANIMATED FOG EFFECT
*/
renderFog() {
if (!this.fogGraphics) return;
@@ -168,38 +168,55 @@ class FogOfWarSystem {
// Get camera bounds
const cam = this.scene.cameras.main;
const offsetX = this.scene.terrainOffsetX || 0;
const offsetY = this.scene.terrainOffsetY || 0;
const time = this.scene.time.now * 0.0005; // Slow animation
// Render fog tiles
// Render fog as smooth animated overlay
for (let y = 0; y < this.gridHeight; y++) {
for (let x = 0; x < this.gridWidth; x++) {
const state = this.fogGrid[y][x];
// Convert grid to screen coordinates
const iso = this.scene.iso || { toScreen: (x, y) => ({ x: x * 32, y: y * 32 }) };
const screenPos = iso.toScreen(x, y);
const screenX = screenPos.x + offsetX;
const screenY = screenPos.y + offsetY;
// Skip if visible
if (state === 2) continue;
// Only render if on screen
// Simple 2D tile coordinates
const screenX = x * this.tileSize;
const screenY = y * this.tileSize;
// Only render if on screen (with margin)
if (screenX < cam.scrollX - 100 || screenX > cam.scrollX + cam.width + 100) continue;
if (screenY < cam.scrollY - 100 || screenY > cam.scrollY + cam.height + 100) continue;
// Animated fog effect - wave pattern
const waveX = Math.sin(time + x * 0.1) * 5;
const waveY = Math.cos(time + y * 0.1) * 5;
if (state === 0) {
// Unexplored - full fog
this.fogGraphics.fillStyle(this.settings.fogColor, this.settings.fogAlpha);
this.fogGraphics.fillRect(screenX - 32, screenY - 16, 64, 32);
// Unexplored - animated fog particles
const alpha = this.settings.fogAlpha + Math.sin(time + x + y) * 0.05;
this.fogGraphics.fillStyle(this.settings.fogColor, alpha);
// Draw multiple overlapping circles for smooth fog
this.fogGraphics.fillCircle(
screenX + this.tileSize / 2 + waveX,
screenY + this.tileSize / 2 + waveY,
this.tileSize * 0.8
);
} else if (state === 1) {
// Explored but not visible - light fog
this.fogGraphics.fillStyle(this.settings.fogColor, this.settings.exploredAlpha);
this.fogGraphics.fillRect(screenX - 32, screenY - 16, 64, 32);
// Explored but not visible - very light animated fog
const alpha = this.settings.exploredAlpha + Math.sin(time + x + y) * 0.02;
this.fogGraphics.fillStyle(this.settings.fogColor, alpha);
// Smaller, lighter circles
this.fogGraphics.fillCircle(
screenX + this.tileSize / 2 + waveX,
screenY + this.tileSize / 2 + waveY,
this.tileSize * 0.6
);
}
// state === 2 (visible) - no fog
}
}
// Smooth edges if enabled
// Apply blur effect for smooth fog
if (this.settings.smoothEdges) {
this.fogGraphics.setBlendMode(Phaser.BlendModes.NORMAL);
}

View File

@@ -95,10 +95,12 @@ class InventorySystem {
updateUI() {
const uiScene = this.scene.scene.get('UIScene');
if (uiScene) {
uiScene.updateInventory(this.slots);
if (uiScene.updateGold) uiScene.updateGold(this.gold);
if (!uiScene || !uiScene.goldText) {
// UIScene not ready yet, skip update
return;
}
uiScene.updateInventory(this.slots);
if (uiScene.updateGold) uiScene.updateGold(this.gold);
}
hasItem(type, count) {

View File

@@ -15,15 +15,15 @@ class ScreenReaderSystem {
// Settings
this.settings = {
enabled: true,
enabled: false, // DISABLED by default
rate: 1.0, // 0.1 - 10 (speech speed)
pitch: 1.0, // 0 - 2 (voice pitch)
volume: 1.0, // 0 - 1 (volume)
language: 'en-US', // Voice language
autoNarrate: true, // Auto-narrate UI changes
autoNarrate: false, // Auto-narrate UI changes
verboseMode: false, // Detailed descriptions
soundCues: true, // Audio cues for actions
navigationHelp: true // Navigation assistance
soundCues: false, // Audio cues for actions
navigationHelp: false // Navigation assistance
};
// ARIA live regions (for screen reader announcements)

View File

@@ -200,6 +200,72 @@ class VisualEnhancementSystem {
});
}
createFogEffect() {
// Atmospheric fog overlay - covers entire screen
const fogOverlay = this.scene.add.graphics();
fogOverlay.setScrollFactor(0);
fogOverlay.setDepth(8000); // Above game, below UI
fogOverlay.setAlpha(0.4); // Semi-transparent
// Create fog particles for movement effect
const fogParticles = this.scene.add.particles(0, 0, 'particle_white', {
x: { min: 0, max: this.scene.cameras.main.width },
y: { min: 0, max: this.scene.cameras.main.height },
speedX: { min: -10, max: 10 },
speedY: { min: -5, max: 5 },
scale: { min: 2, max: 4 },
alpha: { min: 0.1, max: 0.3 },
lifespan: 10000,
frequency: 100,
quantity: 3,
tint: 0xcccccc,
blendMode: 'SCREEN'
});
fogParticles.setScrollFactor(0);
fogParticles.setDepth(8001);
// Animated fog overlay
let fogTime = 0;
const updateFog = () => {
fogTime += 0.01;
fogOverlay.clear();
const cam = this.scene.cameras.main;
// Draw multiple layers of fog for depth
for (let layer = 0; layer < 3; layer++) {
const offset = Math.sin(fogTime + layer) * 50;
const alpha = 0.1 + layer * 0.05;
fogOverlay.fillStyle(0xffffff, alpha);
// Draw wavy fog shapes
for (let i = 0; i < 5; i++) {
const x = (i * cam.width / 4) + offset;
const y = (layer * 100) + Math.cos(fogTime + i) * 30;
fogOverlay.fillCircle(x, y, 200 + layer * 50);
}
}
};
// Update fog animation every frame
this.scene.events.on('update', updateFog);
this.weatherEffects.push({
overlay: fogOverlay,
particles: fogParticles,
update: updateFog,
destroy: () => {
fogOverlay.destroy();
fogParticles.destroy();
this.scene.events.off('update', updateFog);
}
});
console.log('🌫️ Atmospheric fog effect created');
return { overlay: fogOverlay, particles: fogParticles };
}
// ========== LIGHTING SYSTEM ==========
initLightingSystem() {