feat: migrate JavaScript files to TypeScript, enhancing type safety and maintainability across the codebase
This commit is contained in:
parent
3db2bb9160
commit
c582f2004e
107 changed files with 5876 additions and 3588 deletions
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@ -1,7 +1,22 @@
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import { System } from '../core/System.js';
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import { GameConfig } from '../GameConfig.js';
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import { SystemName, ComponentType } from '../core/Constants.js';
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import { System } from '../core/System.ts';
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import { GameConfig } from '../GameConfig.ts';
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import { SystemName, ComponentType } from '../core/Constants.ts';
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import type { Entity } from '../core/Entity.ts';
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import type { Health } from '../components/Health.ts';
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import type { AI } from '../components/AI.ts';
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import type { Position } from '../components/Position.ts';
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import type { Velocity } from '../components/Velocity.ts';
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import type { Stealth } from '../components/Stealth.ts';
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import type { Evolution } from '../components/Evolution.ts';
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import type { Sprite } from '../components/Sprite.ts';
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import type { Stats } from '../components/Stats.ts';
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import type { Combat } from '../components/Combat.ts';
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import type { Intent } from '../components/Intent.ts';
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import type { PlayerControllerSystem } from './PlayerControllerSystem.ts';
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/**
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* System responsible for managing AI behaviors (wandering, chasing, fleeing, combat).
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*/
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export class AISystem extends System {
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constructor() {
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super(SystemName.AI);
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@ -9,70 +24,73 @@ export class AISystem extends System {
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this.priority = 15;
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}
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process(deltaTime, entities) {
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const playerController = this.engine.systems.find(s => s.name === SystemName.PLAYER_CONTROLLER);
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/**
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* Process AI logic for all entities with an AI component.
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* @param deltaTime - Time elapsed since last frame in seconds
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* @param entities - Entities matching system requirements
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*/
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process(deltaTime: number, entities: Entity[]): void {
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const playerController = this.engine.systems.find(
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(s) => s.name === SystemName.PLAYER_CONTROLLER
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) as PlayerControllerSystem | undefined;
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const player = playerController ? playerController.getPlayerEntity() : null;
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const playerPos = player?.getComponent(ComponentType.POSITION);
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const playerPos = player?.getComponent<Position>(ComponentType.POSITION);
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const config = GameConfig.AI;
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entities.forEach(entity => {
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const health = entity.getComponent(ComponentType.HEALTH);
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const ai = entity.getComponent(ComponentType.AI);
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const position = entity.getComponent(ComponentType.POSITION);
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const velocity = entity.getComponent(ComponentType.VELOCITY);
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entities.forEach((entity) => {
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const health = entity.getComponent<Health>(ComponentType.HEALTH);
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const ai = entity.getComponent<AI>(ComponentType.AI);
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const position = entity.getComponent<Position>(ComponentType.POSITION);
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const velocity = entity.getComponent<Velocity>(ComponentType.VELOCITY);
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if (!ai || !position || !velocity) return;
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// Stop movement for dead entities
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if (health && health.isDead() && !health.isProjectile) {
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velocity.vx = 0;
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velocity.vy = 0;
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return;
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}
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// Update wander timer
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ai.wanderChangeTime += deltaTime;
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// Detect player
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if (playerPos) {
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const dx = playerPos.x - position.x;
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const dy = playerPos.y - position.y;
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const distance = Math.sqrt(dx * dx + dy * dy);
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// Update awareness based on distance and player stealth
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const playerStealth = player?.getComponent(ComponentType.STEALTH);
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const playerStealth = player?.getComponent<Stealth>(ComponentType.STEALTH);
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const playerVisibility = playerStealth ? playerStealth.visibility : 1.0;
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if (distance < ai.alertRadius) {
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const detectionChance = (1 - distance / ai.alertRadius) * playerVisibility;
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ai.updateAwareness(detectionChance * deltaTime * config.awarenessGainMultiplier);
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} else {
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ai.updateAwareness(-deltaTime * config.awarenessLossRate); // Lose awareness over time
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ai.updateAwareness(-deltaTime * config.awarenessLossRate);
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}
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// Biological Reputation Logic
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const playerEvolution = player?.getComponent(ComponentType.EVOLUTION);
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const playerEvolution = player?.getComponent<Evolution>(ComponentType.EVOLUTION);
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const playerForm = playerEvolution ? playerEvolution.getDominantForm() : 'slime';
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const entityType = entity.getComponent(ComponentType.SPRITE)?.color === '#ffaa00' ? 'beast' :
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entity.getComponent(ComponentType.SPRITE)?.color === '#ff5555' ? 'humanoid' : 'other';
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const sprite = entity.getComponent<Sprite>(ComponentType.SPRITE);
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const entityType =
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sprite?.color === '#ffaa00'
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? 'beast'
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: sprite?.color === '#ff5555'
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? 'humanoid'
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: 'other';
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// Check if player is "one of us" or "too scary"
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let isPassive = false;
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let shouldFlee = false;
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if (entityType === 'humanoid' && playerForm === 'human') {
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// Humanoids are passive to human-form slime unless awareness is maxed (hostile action taken)
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if (ai.awareness < config.passiveAwarenessThreshold) isPassive = true;
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} else if (entityType === 'beast' && playerForm === 'beast') {
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// Beasts might flee from a dominant beast player
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const playerStats = player?.getComponent(ComponentType.STATS);
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const entityStats = entity.getComponent(ComponentType.STATS);
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const playerStats = player?.getComponent<Stats>(ComponentType.STATS);
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const entityStats = entity.getComponent<Stats>(ComponentType.STATS);
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if (playerStats && entityStats && playerStats.level > entityStats.level) {
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shouldFlee = true;
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}
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}
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// Behavior based on awareness, reputation, and distance
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if (shouldFlee && ai.awareness > config.fleeAwarenessThreshold) {
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ai.setBehavior('flee');
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ai.state = 'fleeing';
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@ -85,8 +103,7 @@ export class AISystem extends System {
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}
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} else if (ai.awareness > config.detectionAwarenessThreshold && distance < ai.chaseRadius) {
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if (ai.behaviorType !== 'flee') {
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// Check if in attack range - if so, use combat behavior
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const combat = entity.getComponent(ComponentType.COMBAT);
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const combat = entity.getComponent<Combat>(ComponentType.COMBAT);
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if (combat && distance <= combat.attackRange) {
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ai.setBehavior('combat');
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ai.state = 'combat';
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@ -103,8 +120,7 @@ export class AISystem extends System {
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ai.clearTarget();
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}
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} else if (ai.behaviorType === 'chase') {
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// Update from chase to combat if in range
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const combat = entity.getComponent(ComponentType.COMBAT);
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const combat = entity.getComponent<Combat>(ComponentType.COMBAT);
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if (combat && distance <= combat.attackRange) {
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ai.setBehavior('combat');
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ai.state = 'combat';
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@ -112,28 +128,29 @@ export class AISystem extends System {
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}
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}
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// Execute behavior
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switch (ai.behaviorType) {
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case 'wander':
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this.wander(entity, ai, velocity, deltaTime);
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break;
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case 'chase':
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this.chase(entity, ai, velocity, position, playerPos);
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break;
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case 'flee':
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this.flee(entity, ai, velocity, position, playerPos);
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break;
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case 'combat':
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this.combat(entity, ai, velocity, position, playerPos);
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break;
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case 'wander':
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this.wander(entity, ai, velocity, deltaTime);
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break;
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case 'chase':
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this.chase(entity, ai, velocity, position, playerPos);
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break;
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case 'flee':
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this.flee(entity, ai, velocity, position, playerPos);
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break;
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case 'combat':
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this.combat(entity, ai, velocity, position, playerPos);
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break;
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}
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});
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}
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wander(entity, ai, velocity, _deltaTime) {
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/**
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* Execute wandering behavior, moving in a random direction.
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*/
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wander(_entity: Entity, ai: AI, velocity: Velocity, _deltaTime: number): void {
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ai.state = 'moving';
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// Change direction periodically
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if (ai.wanderChangeTime >= ai.wanderChangeInterval) {
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ai.wanderDirection = Math.random() * Math.PI * 2;
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ai.wanderChangeTime = 0;
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@ -144,15 +161,23 @@ export class AISystem extends System {
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velocity.vy = Math.sin(ai.wanderDirection) * ai.wanderSpeed;
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}
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chase(entity, ai, velocity, position, targetPos) {
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/**
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* Execute chasing behavior, moving toward a target.
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*/
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chase(
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entity: Entity,
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ai: AI,
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velocity: Velocity,
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position: Position,
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targetPos: Position | undefined
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): void {
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if (!targetPos) return;
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const dx = targetPos.x - position.x;
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const dy = targetPos.y - position.y;
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const distance = Math.sqrt(dx * dx + dy * dy);
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// Check if we should switch to combat
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const combat = entity.getComponent(ComponentType.COMBAT);
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const combat = entity.getComponent<Combat>(ComponentType.COMBAT);
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if (combat && distance <= combat.attackRange) {
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ai.setBehavior('combat');
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ai.state = 'combat';
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@ -170,7 +195,16 @@ export class AISystem extends System {
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}
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}
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flee(entity, ai, velocity, position, targetPos) {
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/**
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* Execute fleeing behavior, moving away from a target.
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*/
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flee(
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_entity: Entity,
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ai: AI,
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velocity: Velocity,
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position: Position,
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targetPos: Position | undefined
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): void {
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if (!targetPos) return;
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ai.state = 'fleeing';
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@ -185,29 +219,37 @@ export class AISystem extends System {
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}
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}
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combat(entity, ai, velocity, position, targetPos) {
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/**
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* Execute combat behavior, moving into range and setting attack intent.
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*/
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combat(
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entity: Entity,
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ai: AI,
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velocity: Velocity,
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position: Position,
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targetPos: Position | undefined
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): void {
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if (!targetPos) return;
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ai.state = 'attacking';
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// Stop moving when in combat range - let CombatSystem handle attacks
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const dx = targetPos.x - position.x;
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const dy = targetPos.y - position.y;
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const distance = Math.sqrt(dx * dx + dy * dy);
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const combat = entity.getComponent(ComponentType.COMBAT);
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const combat = entity.getComponent<Combat>(ComponentType.COMBAT);
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if (combat && distance > combat.attackRange) {
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// Move closer if out of range
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const speed = ai.wanderSpeed;
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velocity.vx = (dx / distance) * speed;
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velocity.vy = (dy / distance) * speed;
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} else {
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// Stop and face target
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velocity.vx *= 0.5;
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velocity.vy *= 0.5;
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if (position) {
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position.rotation = Math.atan2(dy, dx);
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position.rotation = Math.atan2(dy, dx);
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const intent = entity.getComponent<Intent>(ComponentType.INTENT);
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if (intent) {
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intent.setIntent('attack', { targetX: targetPos.x, targetY: targetPos.y });
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}
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}
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}
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}
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@ -1,146 +0,0 @@
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import { System } from '../core/System.js';
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import { GameConfig } from '../GameConfig.js';
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import { Events } from '../core/EventBus.js';
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import { SystemName, ComponentType } from '../core/Constants.js';
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export class AbsorptionSystem extends System {
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constructor() {
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super(SystemName.ABSORPTION);
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this.requiredComponents = [ComponentType.POSITION, ComponentType.ABSORBABLE];
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this.priority = 25;
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}
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process(_deltaTime, _entities) {
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const playerController = this.engine.systems.find(s => s.name === SystemName.PLAYER_CONTROLLER);
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const player = playerController ? playerController.getPlayerEntity() : null;
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if (!player) return;
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const playerPos = player.getComponent(ComponentType.POSITION);
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const playerEvolution = player.getComponent(ComponentType.EVOLUTION);
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const playerSkills = player.getComponent(ComponentType.SKILLS);
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const playerStats = player.getComponent(ComponentType.STATS);
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const skillProgress = player.getComponent(ComponentType.SKILL_PROGRESS);
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if (!playerPos || !playerEvolution) return;
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// Get ALL entities (including inactive ones) for absorption check
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const allEntities = this.engine.entities; // Get raw entities array, not filtered
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const config = GameConfig.Absorption;
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// Check for absorbable entities near player
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allEntities.forEach(entity => {
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if (entity === player) return;
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// Allow inactive entities if they're dead and absorbable
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if (!entity.active) {
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const health = entity.getComponent(ComponentType.HEALTH);
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const absorbable = entity.getComponent(ComponentType.ABSORBABLE);
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// Only process inactive entities if they're dead and not yet absorbed
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if (!health || !health.isDead() || !absorbable || absorbable.absorbed) {
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return;
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}
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}
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if (!entity.hasComponent(ComponentType.ABSORBABLE)) return;
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if (!entity.hasComponent(ComponentType.HEALTH)) return;
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const absorbable = entity.getComponent(ComponentType.ABSORBABLE);
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const health = entity.getComponent(ComponentType.HEALTH);
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const entityPos = entity.getComponent(ComponentType.POSITION);
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if (!entityPos) return;
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// Check if creature is dead and in absorption range
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if (health.isDead() && !absorbable.absorbed) {
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const dx = playerPos.x - entityPos.x;
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const dy = playerPos.y - entityPos.y;
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const distance = Math.sqrt(dx * dx + dy * dy);
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if (distance <= config.range) {
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this.absorbEntity(player, entity, absorbable, playerEvolution, playerSkills, playerStats, skillProgress);
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}
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}
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});
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// NO LOCAL Update visual effects
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}
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absorbEntity(player, entity, absorbable, evolution, skills, stats, skillProgress) {
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if (absorbable.absorbed) return;
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absorbable.absorbed = true;
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const entityPos = entity.getComponent(ComponentType.POSITION);
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const health = player.getComponent(ComponentType.HEALTH);
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const config = GameConfig.Absorption;
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// Add evolution points
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evolution.addEvolution(
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absorbable.evolutionData.human,
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absorbable.evolutionData.beast,
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absorbable.evolutionData.slime
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);
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// Track skill progress (need to absorb multiple times to learn)
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// Always track progress for ALL skills the enemy has, regardless of roll
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if (skillProgress && absorbable.skillsGranted && absorbable.skillsGranted.length > 0) {
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absorbable.skillsGranted.forEach(skill => {
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// Always add progress when absorbing an enemy with this skill
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const currentProgress = skillProgress.addSkillProgress(skill.id);
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const required = skillProgress.requiredAbsorptions;
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// If we've absorbed enough, learn the skill
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if (currentProgress >= required && !skills.hasSkill(skill.id)) {
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skills.addSkill(skill.id, false);
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this.engine.emit(Events.SKILL_LEARNED, { id: skill.id });
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console.log(`Learned skill: ${skill.id}!`);
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}
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});
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}
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// Heal from absorption (slime recovers by consuming)
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if (health) {
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const healPercent = config.healPercentMin + Math.random() * (config.healPercentMax - config.healPercentMin);
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const healAmount = health.maxHp * healPercent;
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health.heal(healAmount);
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}
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// Check for mutation
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if (absorbable.shouldMutate() && stats) {
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this.applyMutation(stats);
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evolution.checkMutations(stats, this.engine);
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}
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// Visual effect
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if (entityPos) {
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const vfxSystem = this.engine.systems.find(s => s.name === SystemName.VFX);
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if (vfxSystem) {
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vfxSystem.createAbsorption(entityPos.x, entityPos.y);
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}
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}
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// Mark as absorbed - DeathSystem will handle removal after absorption window
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// Don't remove immediately, let DeathSystem handle it
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}
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applyMutation(stats) {
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// Random stat mutation
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const mutations = [
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{ stat: 'strength', amount: 5 },
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{ stat: 'agility', amount: 5 },
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{ stat: 'intelligence', amount: 5 },
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{ stat: 'constitution', amount: 5 },
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{ stat: 'perception', amount: 5 },
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];
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const mutation = mutations[Math.floor(Math.random() * mutations.length)];
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stats[mutation.stat] += mutation.amount;
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// Could also add negative mutations
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if (Math.random() < 0.3) {
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const negativeStat = mutations[Math.floor(Math.random() * mutations.length)];
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stats[negativeStat.stat] = Math.max(1, stats[negativeStat.stat] - 2);
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}
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}
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}
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170
src/systems/AbsorptionSystem.ts
Normal file
170
src/systems/AbsorptionSystem.ts
Normal file
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@ -0,0 +1,170 @@
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import { System } from '../core/System.ts';
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import { GameConfig } from '../GameConfig.ts';
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import { Events } from '../core/EventBus.ts';
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import { SystemName, ComponentType } from '../core/Constants.ts';
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import type { Entity } from '../core/Entity.ts';
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import type { Position } from '../components/Position.ts';
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import type { Evolution } from '../components/Evolution.ts';
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import type { Skills } from '../components/Skills.ts';
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import type { Stats } from '../components/Stats.ts';
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import type { SkillProgress } from '../components/SkillProgress.ts';
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import type { Absorbable } from '../components/Absorbable.ts';
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import type { Health } from '../components/Health.ts';
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import type { PlayerControllerSystem } from './PlayerControllerSystem.ts';
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import type { VFXSystem } from './VFXSystem.ts';
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/**
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* System responsible for identifying dead absorbable entities near the player and processing absorption.
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*/
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export class AbsorptionSystem extends System {
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constructor() {
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super(SystemName.ABSORPTION);
|
||||
this.requiredComponents = [ComponentType.POSITION, ComponentType.ABSORBABLE];
|
||||
this.priority = 25;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check for absorbable entities within range of the player and initiate absorption if applicable.
|
||||
* @param _deltaTime - Time elapsed since last frame
|
||||
* @param _entities - Matching entities (not used, uses raw engine entities)
|
||||
*/
|
||||
process(_deltaTime: number, _entities: Entity[]): void {
|
||||
const playerController = this.engine.systems.find(
|
||||
(s) => s.name === SystemName.PLAYER_CONTROLLER
|
||||
) as PlayerControllerSystem | undefined;
|
||||
const player = playerController ? playerController.getPlayerEntity() : null;
|
||||
|
||||
if (!player) return;
|
||||
|
||||
const playerPos = player.getComponent<Position>(ComponentType.POSITION);
|
||||
const playerEvolution = player.getComponent<Evolution>(ComponentType.EVOLUTION);
|
||||
const playerSkills = player.getComponent<Skills>(ComponentType.SKILLS);
|
||||
const playerStats = player.getComponent<Stats>(ComponentType.STATS);
|
||||
const skillProgress = player.getComponent<SkillProgress>(ComponentType.SKILL_PROGRESS);
|
||||
|
||||
if (!playerPos || !playerEvolution) return;
|
||||
|
||||
const allEntities = this.engine.entities;
|
||||
const config = GameConfig.Absorption;
|
||||
|
||||
allEntities.forEach((entity) => {
|
||||
if (entity === player) return;
|
||||
if (!entity.active) {
|
||||
const health = entity.getComponent<Health>(ComponentType.HEALTH);
|
||||
const absorbable = entity.getComponent<Absorbable>(ComponentType.ABSORBABLE);
|
||||
if (!health || !health.isDead() || !absorbable || absorbable.absorbed) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (!entity.hasComponent(ComponentType.ABSORBABLE)) return;
|
||||
if (!entity.hasComponent(ComponentType.HEALTH)) return;
|
||||
|
||||
const absorbable = entity.getComponent<Absorbable>(ComponentType.ABSORBABLE);
|
||||
const health = entity.getComponent<Health>(ComponentType.HEALTH);
|
||||
const entityPos = entity.getComponent<Position>(ComponentType.POSITION);
|
||||
|
||||
if (!entityPos) return;
|
||||
|
||||
if (health && health.isDead() && absorbable && !absorbable.absorbed) {
|
||||
const dx = playerPos.x - entityPos.x;
|
||||
const dy = playerPos.y - entityPos.y;
|
||||
const distance = Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (distance <= config.range) {
|
||||
this.absorbEntity(
|
||||
player,
|
||||
entity,
|
||||
absorbable,
|
||||
playerEvolution,
|
||||
playerSkills,
|
||||
playerStats,
|
||||
skillProgress
|
||||
);
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Process the absorption of an entity by the player.
|
||||
*/
|
||||
absorbEntity(
|
||||
player: Entity,
|
||||
entity: Entity,
|
||||
absorbable: Absorbable,
|
||||
evolution: Evolution,
|
||||
skills: Skills | undefined,
|
||||
stats: Stats | undefined,
|
||||
skillProgress: SkillProgress | undefined
|
||||
): void {
|
||||
if (absorbable.absorbed) return;
|
||||
|
||||
absorbable.absorbed = true;
|
||||
const entityPos = entity.getComponent<Position>(ComponentType.POSITION);
|
||||
const health = player.getComponent<Health>(ComponentType.HEALTH);
|
||||
const config = GameConfig.Absorption;
|
||||
|
||||
evolution.addEvolution(
|
||||
absorbable.evolutionData.human,
|
||||
absorbable.evolutionData.beast,
|
||||
absorbable.evolutionData.slime
|
||||
);
|
||||
|
||||
if (skillProgress && absorbable.skillsGranted && absorbable.skillsGranted.length > 0) {
|
||||
absorbable.skillsGranted.forEach((skill) => {
|
||||
const currentProgress = skillProgress.addSkillProgress(skill.id);
|
||||
const required = skillProgress.requiredAbsorptions;
|
||||
|
||||
if (currentProgress >= required && skills && !skills.hasSkill(skill.id)) {
|
||||
skills.addSkill(skill.id, false);
|
||||
this.engine.emit(Events.SKILL_LEARNED, { id: skill.id });
|
||||
console.log(`Learned skill: ${skill.id}!`);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
if (health) {
|
||||
const healPercent =
|
||||
config.healPercentMin + Math.random() * (config.healPercentMax - config.healPercentMin);
|
||||
const healAmount = health.maxHp * healPercent;
|
||||
health.heal(healAmount);
|
||||
}
|
||||
|
||||
if (absorbable.shouldMutate() && stats) {
|
||||
this.applyMutation(stats);
|
||||
evolution.checkMutations(stats, this.engine);
|
||||
}
|
||||
|
||||
if (entityPos) {
|
||||
const vfxSystem = this.engine.systems.find((s) => s.name === SystemName.VFX) as
|
||||
| VFXSystem
|
||||
| undefined;
|
||||
if (vfxSystem) {
|
||||
vfxSystem.createAbsorption(entityPos.x, entityPos.y);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Apply a random stat mutation (positive or negative) to an entity's stats.
|
||||
* @param stats - The stats component to mutate
|
||||
*/
|
||||
applyMutation(stats: Stats): void {
|
||||
type StatName = 'strength' | 'agility' | 'intelligence' | 'constitution' | 'perception';
|
||||
const mutations: Array<{ stat: StatName; amount: number }> = [
|
||||
{ stat: 'strength', amount: 5 },
|
||||
{ stat: 'agility', amount: 5 },
|
||||
{ stat: 'intelligence', amount: 5 },
|
||||
{ stat: 'constitution', amount: 5 },
|
||||
{ stat: 'perception', amount: 5 },
|
||||
];
|
||||
|
||||
const mutation = mutations[Math.floor(Math.random() * mutations.length)];
|
||||
stats[mutation.stat] += mutation.amount;
|
||||
|
||||
if (Math.random() < 0.3) {
|
||||
const negativeStat = mutations[Math.floor(Math.random() * mutations.length)];
|
||||
stats[negativeStat.stat] = Math.max(1, stats[negativeStat.stat] - 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,186 +0,0 @@
|
|||
import { System } from '../core/System.js';
|
||||
import { GameConfig } from '../GameConfig.js';
|
||||
import { Events } from '../core/EventBus.js';
|
||||
import { SystemName, ComponentType } from '../core/Constants.js';
|
||||
|
||||
export class CombatSystem extends System {
|
||||
constructor() {
|
||||
super(SystemName.COMBAT);
|
||||
this.requiredComponents = [ComponentType.POSITION, ComponentType.COMBAT, ComponentType.HEALTH];
|
||||
this.priority = 20;
|
||||
}
|
||||
|
||||
process(deltaTime, entities) {
|
||||
// Update combat cooldowns
|
||||
entities.forEach(entity => {
|
||||
const combat = entity.getComponent(ComponentType.COMBAT);
|
||||
if (combat) {
|
||||
combat.update(deltaTime);
|
||||
}
|
||||
});
|
||||
|
||||
// Handle player attacks
|
||||
const playerController = this.engine.systems.find(s => s.name === SystemName.PLAYER_CONTROLLER);
|
||||
const player = playerController ? playerController.getPlayerEntity() : null;
|
||||
|
||||
if (player && player.hasComponent(ComponentType.COMBAT)) {
|
||||
this.handlePlayerCombat(player, deltaTime);
|
||||
}
|
||||
|
||||
// Handle creature attacks
|
||||
const creatures = entities.filter(e =>
|
||||
e.hasComponent(ComponentType.AI) &&
|
||||
e.hasComponent(ComponentType.COMBAT) &&
|
||||
e !== player
|
||||
);
|
||||
|
||||
creatures.forEach(creature => {
|
||||
this.handleCreatureCombat(creature, player, deltaTime);
|
||||
});
|
||||
|
||||
// Check for collisions and apply damage
|
||||
this.processCombatCollisions(entities, deltaTime);
|
||||
}
|
||||
|
||||
handlePlayerCombat(player, _deltaTime) {
|
||||
const inputSystem = this.engine.systems.find(s => s.name === SystemName.INPUT);
|
||||
const combat = player.getComponent(ComponentType.COMBAT);
|
||||
const position = player.getComponent(ComponentType.POSITION);
|
||||
|
||||
if (!inputSystem || !combat || !position) return;
|
||||
|
||||
const currentTime = Date.now() / 1000;
|
||||
|
||||
// Attack on mouse click or space (use justPressed to prevent spam)
|
||||
const mouseClick = inputSystem.isMouseButtonJustPressed(0);
|
||||
const spacePress = inputSystem.isKeyJustPressed(' ') || inputSystem.isKeyJustPressed('space');
|
||||
|
||||
if ((mouseClick || spacePress) && combat.canAttack(currentTime)) {
|
||||
// Calculate attack direction from player to mouse
|
||||
const mouse = inputSystem.getMousePosition();
|
||||
const dx = mouse.x - position.x;
|
||||
const dy = mouse.y - position.y;
|
||||
const attackAngle = Math.atan2(dy, dx);
|
||||
|
||||
// Update player rotation to face attack direction
|
||||
position.rotation = attackAngle;
|
||||
|
||||
combat.attack(currentTime, attackAngle);
|
||||
|
||||
// Check for nearby enemies to damage
|
||||
this.performAttack(player, combat, position);
|
||||
}
|
||||
}
|
||||
|
||||
handleCreatureCombat(creature, player, _deltaTime) {
|
||||
const ai = creature.getComponent(ComponentType.AI);
|
||||
const combat = creature.getComponent(ComponentType.COMBAT);
|
||||
const position = creature.getComponent(ComponentType.POSITION);
|
||||
const playerPos = player?.getComponent(ComponentType.POSITION);
|
||||
|
||||
if (!ai || !combat || !position) return;
|
||||
|
||||
// Attack player if in range and aware (check both combat state and chase behavior)
|
||||
if (playerPos && ai.awareness > 0.5 && (ai.state === 'combat' || ai.behaviorType === 'combat' || (ai.behaviorType === 'chase' && ai.awareness > 0.7))) {
|
||||
const dx = playerPos.x - position.x;
|
||||
const dy = playerPos.y - position.y;
|
||||
const distance = Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (distance <= combat.attackRange) {
|
||||
const currentTime = Date.now() / 1000;
|
||||
if (combat.canAttack(currentTime)) {
|
||||
const angle = Math.atan2(dy, dx);
|
||||
combat.attack(currentTime, angle);
|
||||
this.performAttack(creature, combat, position);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
performAttack(attacker, combat, attackerPos) {
|
||||
const entities = this.engine.getEntities();
|
||||
|
||||
entities.forEach(target => {
|
||||
if (target === attacker) return;
|
||||
if (!target.hasComponent(ComponentType.HEALTH)) return;
|
||||
|
||||
const targetPos = target.getComponent(ComponentType.POSITION);
|
||||
if (!targetPos) return;
|
||||
|
||||
// Check if in attack range and angle
|
||||
const dx = targetPos.x - attackerPos.x;
|
||||
const dy = targetPos.y - attackerPos.y;
|
||||
const distance = Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (distance <= combat.attackRange) {
|
||||
const angle = Math.atan2(dy, dx);
|
||||
const angleDiff = Math.abs(angle - combat.attackDirection);
|
||||
const normalizedDiff = Math.abs(((angleDiff % (Math.PI * 2)) + Math.PI * 2) % (Math.PI * 2));
|
||||
const minDiff = Math.min(normalizedDiff, Math.PI * 2 - normalizedDiff);
|
||||
|
||||
// Attack arc
|
||||
const attackArc = GameConfig.Combat.defaultAttackArc;
|
||||
if (minDiff < attackArc) {
|
||||
const health = target.getComponent(ComponentType.HEALTH);
|
||||
const config = GameConfig.Combat;
|
||||
const stats = attacker.getComponent(ComponentType.STATS);
|
||||
const baseDamage = stats ? (combat.attackDamage + stats.strength * 0.5) : combat.attackDamage;
|
||||
|
||||
// Defense bonus from Hardened Shell
|
||||
let finalDamage = baseDamage;
|
||||
const targetEvolution = target.getComponent(ComponentType.EVOLUTION);
|
||||
|
||||
if (targetEvolution && targetEvolution.mutationEffects.hardenedShell) {
|
||||
finalDamage *= config.hardenedShellReduction;
|
||||
}
|
||||
|
||||
const actualDamage = health.takeDamage(finalDamage);
|
||||
|
||||
// Emit event for UI/VFX
|
||||
this.engine.emit(Events.DAMAGE_DEALT, {
|
||||
x: targetPos.x,
|
||||
y: targetPos.y,
|
||||
value: actualDamage,
|
||||
color: '#ffffff'
|
||||
});
|
||||
|
||||
// Damage reflection from Electric Skin
|
||||
if (targetEvolution && targetEvolution.mutationEffects.electricSkin) {
|
||||
const attackerHealth = attacker.getComponent(ComponentType.HEALTH);
|
||||
if (attackerHealth) {
|
||||
const reflectedDamage = actualDamage * config.damageReflectionPercent;
|
||||
attackerHealth.takeDamage(reflectedDamage);
|
||||
|
||||
this.engine.emit(Events.DAMAGE_DEALT, {
|
||||
x: attackerPos.x,
|
||||
y: attackerPos.y,
|
||||
value: reflectedDamage,
|
||||
color: '#00ffff'
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
// If target is dead, let DeathSystem handle removal/deactivation
|
||||
if (health.isDead()) {
|
||||
this.engine.emit(Events.ENTITY_DIED, { entity: target });
|
||||
}
|
||||
|
||||
// Apply knockback
|
||||
const velocity = target.getComponent(ComponentType.VELOCITY);
|
||||
if (velocity) {
|
||||
const knockbackPower = config.knockbackPower;
|
||||
const kx = Math.cos(angle) * knockbackPower;
|
||||
const ky = Math.sin(angle) * knockbackPower;
|
||||
velocity.vx += kx;
|
||||
velocity.vy += ky;
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
processCombatCollisions(_entities, _deltaTime) {
|
||||
// This can be expanded for projectile collisions, area effects, etc.
|
||||
}
|
||||
}
|
||||
|
||||
182
src/systems/CombatSystem.ts
Normal file
182
src/systems/CombatSystem.ts
Normal file
|
|
@ -0,0 +1,182 @@
|
|||
import { System } from '../core/System.ts';
|
||||
import { GameConfig } from '../GameConfig.ts';
|
||||
import { Events } from '../core/EventBus.ts';
|
||||
import { SystemName, ComponentType } from '../core/Constants.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
import type { Combat } from '../components/Combat.ts';
|
||||
import type { Intent } from '../components/Intent.ts';
|
||||
import type { Position } from '../components/Position.ts';
|
||||
import type { Health } from '../components/Health.ts';
|
||||
import type { Sprite } from '../components/Sprite.ts';
|
||||
import type { Stats } from '../components/Stats.ts';
|
||||
import type { Evolution } from '../components/Evolution.ts';
|
||||
import type { Velocity } from '../components/Velocity.ts';
|
||||
|
||||
/**
|
||||
* System responsible for managing combat interactions, attack intent processing, and damage application.
|
||||
*/
|
||||
export class CombatSystem extends System {
|
||||
constructor() {
|
||||
super(SystemName.COMBAT);
|
||||
this.requiredComponents = [ComponentType.POSITION, ComponentType.COMBAT, ComponentType.HEALTH];
|
||||
this.priority = 20;
|
||||
}
|
||||
|
||||
/**
|
||||
* Process combat updates, timers, and entity attack intents.
|
||||
* @param deltaTime - Time elapsed since last frame in seconds
|
||||
* @param entities - Entities matching system requirements
|
||||
*/
|
||||
process(deltaTime: number, entities: Entity[]): void {
|
||||
const currentTime = Date.now() / 1000;
|
||||
|
||||
entities.forEach((entity) => {
|
||||
const combat = entity.getComponent<Combat>(ComponentType.COMBAT);
|
||||
const intent = entity.getComponent<Intent>(ComponentType.INTENT);
|
||||
const position = entity.getComponent<Position>(ComponentType.POSITION);
|
||||
|
||||
if (combat) {
|
||||
combat.update(deltaTime);
|
||||
}
|
||||
|
||||
if (intent && intent.action === 'attack' && combat && position) {
|
||||
if (combat.canAttack(currentTime)) {
|
||||
const { targetX, targetY } = intent.data;
|
||||
const dx = targetX - position.x;
|
||||
const dy = targetY - position.y;
|
||||
const angle = Math.atan2(dy, dx);
|
||||
|
||||
this.performAttack(entity, angle);
|
||||
}
|
||||
intent.clear();
|
||||
}
|
||||
});
|
||||
|
||||
this.processCombatCollisions(entities, deltaTime);
|
||||
}
|
||||
|
||||
/**
|
||||
* Initiate an attack from an entity at a specific angle.
|
||||
* @param attacker - The entity performing the attack
|
||||
* @param angle - The attack angle in radians
|
||||
*/
|
||||
performAttack(attacker: Entity, angle: number): void {
|
||||
const attackerPos = attacker.getComponent<Position>(ComponentType.POSITION);
|
||||
const combat = attacker.getComponent<Combat>(ComponentType.COMBAT);
|
||||
if (!attackerPos || !combat) return;
|
||||
|
||||
const currentTime = Date.now() / 1000;
|
||||
combat.attack(currentTime, angle);
|
||||
|
||||
this.engine.emit(Events.ATTACK_PERFORMED, { entity: attacker, angle });
|
||||
|
||||
const entities = this.engine.getEntities();
|
||||
entities.forEach((target) => {
|
||||
if (target === attacker) return;
|
||||
if (!target.hasComponent(ComponentType.HEALTH)) return;
|
||||
|
||||
const targetPos = target.getComponent<Position>(ComponentType.POSITION);
|
||||
if (!targetPos) return;
|
||||
|
||||
const dx = targetPos.x - attackerPos.x;
|
||||
const dy = targetPos.y - attackerPos.y;
|
||||
const distance = Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
const targetSprite = target.getComponent<Sprite>(ComponentType.SPRITE);
|
||||
const targetRadius = targetSprite ? Math.max(targetSprite.width, targetSprite.height) / 2 : 0;
|
||||
|
||||
if (distance <= combat.attackRange + targetRadius) {
|
||||
const targetAngle = Math.atan2(dy, dx);
|
||||
const angleDiff = Math.abs(targetAngle - angle);
|
||||
const normalizedDiff = Math.abs(
|
||||
((angleDiff % (Math.PI * 2)) + Math.PI * 2) % (Math.PI * 2)
|
||||
);
|
||||
const minDiff = Math.min(normalizedDiff, Math.PI * 2 - normalizedDiff);
|
||||
|
||||
const attackArc = GameConfig.Combat.defaultAttackArc || Math.PI / 3;
|
||||
|
||||
if (minDiff < attackArc) {
|
||||
this.applyDamage(attacker, target);
|
||||
|
||||
const vfxSystem = this.engine.systems.find((s) => s.name === SystemName.VFX) as
|
||||
| VFXSystem
|
||||
| undefined;
|
||||
if (vfxSystem) {
|
||||
vfxSystem.createImpact(targetPos.x, targetPos.y, '#ffffff', targetAngle);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Apply damage and effects from one entity to another.
|
||||
* @param attacker - The attacking entity
|
||||
* @param target - The target entity being damaged
|
||||
*/
|
||||
applyDamage(attacker: Entity, target: Entity): void {
|
||||
const health = target.getComponent<Health>(ComponentType.HEALTH);
|
||||
const combat = attacker.getComponent<Combat>(ComponentType.COMBAT);
|
||||
const stats = attacker.getComponent<Stats>(ComponentType.STATS);
|
||||
const targetPos = target.getComponent<Position>(ComponentType.POSITION);
|
||||
const attackerPos = attacker.getComponent<Position>(ComponentType.POSITION);
|
||||
|
||||
if (!health || !combat || !targetPos || !attackerPos) return;
|
||||
|
||||
const config = GameConfig.Combat;
|
||||
const baseDamage = stats ? combat.attackDamage + stats.strength * 0.5 : combat.attackDamage;
|
||||
|
||||
let finalDamage = baseDamage;
|
||||
const targetEvolution = target.getComponent<Evolution>(ComponentType.EVOLUTION);
|
||||
|
||||
if (targetEvolution && targetEvolution.mutationEffects.hardenedShell) {
|
||||
finalDamage *= config.hardenedShellReduction;
|
||||
}
|
||||
|
||||
const actualDamage = health.takeDamage(finalDamage);
|
||||
|
||||
this.engine.emit(Events.DAMAGE_DEALT, {
|
||||
x: targetPos.x,
|
||||
y: targetPos.y,
|
||||
value: actualDamage,
|
||||
color: '#ffffff',
|
||||
});
|
||||
|
||||
if (targetEvolution && targetEvolution.mutationEffects.electricSkin) {
|
||||
const attackerHealth = attacker.getComponent<Health>(ComponentType.HEALTH);
|
||||
if (attackerHealth) {
|
||||
const reflectedDamage = actualDamage * config.damageReflectionPercent;
|
||||
attackerHealth.takeDamage(reflectedDamage);
|
||||
|
||||
this.engine.emit(Events.DAMAGE_DEALT, {
|
||||
x: attackerPos.x,
|
||||
y: attackerPos.y,
|
||||
value: reflectedDamage,
|
||||
color: '#00ffff',
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
const velocity = target.getComponent<Velocity>(ComponentType.VELOCITY);
|
||||
if (velocity) {
|
||||
const dx = targetPos.x - attackerPos.x;
|
||||
const dy = targetPos.y - attackerPos.y;
|
||||
const dist = Math.sqrt(dx * dx + dy * dy);
|
||||
const kx = (dx / dist) * config.knockbackPower;
|
||||
const ky = (dy / dist) * config.knockbackPower;
|
||||
velocity.vx += kx;
|
||||
velocity.vy += ky;
|
||||
}
|
||||
|
||||
if (health.isDead()) {
|
||||
this.engine.emit(Events.ENTITY_DIED, { entity: target });
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Process collision-based combat events. Placeholder for future expansion.
|
||||
* @param _entities - The entities to check
|
||||
* @param _deltaTime - Time elapsed since last frame
|
||||
*/
|
||||
processCombatCollisions(_entities: Entity[], _deltaTime: number): void {}
|
||||
}
|
||||
|
|
@ -1,67 +0,0 @@
|
|||
import { System } from '../core/System.js';
|
||||
import { SystemName, ComponentType } from '../core/Constants.js';
|
||||
|
||||
/**
|
||||
* System to handle entity death - removes dead entities immediately
|
||||
*/
|
||||
export class DeathSystem extends System {
|
||||
constructor() {
|
||||
super(SystemName.DEATH);
|
||||
this.requiredComponents = [ComponentType.HEALTH];
|
||||
this.priority = 50; // Run after absorption (absorption is priority 25)
|
||||
}
|
||||
|
||||
update(deltaTime, _entities) {
|
||||
// Override to check ALL entities, not just active ones
|
||||
// Get all entities including inactive ones to check dead entities
|
||||
const allEntities = this.engine.entities;
|
||||
this.process(deltaTime, allEntities);
|
||||
}
|
||||
|
||||
process(deltaTime, allEntities) {
|
||||
allEntities.forEach(entity => {
|
||||
const health = entity.getComponent(ComponentType.HEALTH);
|
||||
if (!health) return;
|
||||
|
||||
// Check if entity is dead
|
||||
if (health.isDead()) {
|
||||
// Check if player died
|
||||
const evolution = entity.getComponent(ComponentType.EVOLUTION);
|
||||
if (evolution) {
|
||||
const menuSystem = this.engine.systems.find(s => s.name === SystemName.MENU);
|
||||
if (menuSystem) {
|
||||
menuSystem.showGameOver();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// Mark as inactive immediately so it stops being processed by other systems
|
||||
if (entity.active || !entity.deathTime) {
|
||||
if (entity.active) {
|
||||
entity.active = false;
|
||||
}
|
||||
if (!entity.deathTime) {
|
||||
entity.deathTime = Date.now(); // Set death time when first marked dead
|
||||
}
|
||||
}
|
||||
|
||||
// Check if it's absorbable - if so, give a short window for absorption
|
||||
const absorbable = entity.getComponent(ComponentType.ABSORBABLE);
|
||||
if (absorbable && !absorbable.absorbed) {
|
||||
// Give 3 seconds for player to absorb, then remove
|
||||
const timeSinceDeath = (Date.now() - entity.deathTime) / 1000;
|
||||
if (timeSinceDeath > 3.0) {
|
||||
this.engine.removeEntity(entity);
|
||||
}
|
||||
} else {
|
||||
// Not absorbable or already absorbed - remove after short delay
|
||||
const timeSinceDeath = (Date.now() - entity.deathTime) / 1000;
|
||||
if (timeSinceDeath > 0.5) {
|
||||
this.engine.removeEntity(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
75
src/systems/DeathSystem.ts
Normal file
75
src/systems/DeathSystem.ts
Normal file
|
|
@ -0,0 +1,75 @@
|
|||
import { System } from '../core/System.ts';
|
||||
import { SystemName, ComponentType } from '../core/Constants.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
import type { Health } from '../components/Health.ts';
|
||||
import type { Evolution } from '../components/Evolution.ts';
|
||||
import type { Absorbable } from '../components/Absorbable.ts';
|
||||
import type { MenuSystem } from './MenuSystem.ts';
|
||||
|
||||
/**
|
||||
* System responsible for managing entity death, game over states, and cleanup of dead entities.
|
||||
*/
|
||||
export class DeathSystem extends System {
|
||||
constructor() {
|
||||
super(SystemName.DEATH);
|
||||
this.requiredComponents = [ComponentType.HEALTH];
|
||||
this.priority = 50;
|
||||
}
|
||||
|
||||
/**
|
||||
* Override update to process all entities (including inactive/dead ones).
|
||||
* @param deltaTime - Time elapsed since last frame
|
||||
* @param _entities - Filtered active entities (not used, uses raw engine entities)
|
||||
*/
|
||||
update(deltaTime: number, _entities: Entity[]): void {
|
||||
const allEntities = this.engine.entities;
|
||||
this.process(deltaTime, allEntities);
|
||||
}
|
||||
|
||||
/**
|
||||
* Process death logic for all entities.
|
||||
* @param _deltaTime - Time elapsed since last frame
|
||||
* @param allEntities - All entities in the engine
|
||||
*/
|
||||
process(_deltaTime: number, allEntities: Entity[]): void {
|
||||
allEntities.forEach((entity) => {
|
||||
const health = entity.getComponent<Health>(ComponentType.HEALTH);
|
||||
if (!health) return;
|
||||
|
||||
if (health.isDead()) {
|
||||
const evolution = entity.getComponent<Evolution>(ComponentType.EVOLUTION);
|
||||
if (evolution) {
|
||||
const menuSystem = this.engine.systems.find((s) => s.name === SystemName.MENU) as
|
||||
| MenuSystem
|
||||
| undefined;
|
||||
if (menuSystem) {
|
||||
menuSystem.showGameOver();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (entity.active || !entity.deathTime) {
|
||||
if (entity.active) {
|
||||
entity.active = false;
|
||||
}
|
||||
if (!entity.deathTime) {
|
||||
entity.deathTime = Date.now();
|
||||
}
|
||||
}
|
||||
|
||||
const absorbable = entity.getComponent<Absorbable>(ComponentType.ABSORBABLE);
|
||||
if (absorbable && !absorbable.absorbed) {
|
||||
const timeSinceDeath = (Date.now() - (entity.deathTime || 0)) / 1000;
|
||||
if (timeSinceDeath > 3.0) {
|
||||
this.engine.removeEntity(entity);
|
||||
}
|
||||
} else {
|
||||
const timeSinceDeath = (Date.now() - (entity.deathTime || 0)) / 1000;
|
||||
if (timeSinceDeath > 0.5) {
|
||||
this.engine.removeEntity(entity);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -1,29 +0,0 @@
|
|||
import { System } from '../core/System.js';
|
||||
import { SystemName, ComponentType } from '../core/Constants.js';
|
||||
|
||||
/**
|
||||
* System to handle health regeneration
|
||||
*/
|
||||
export class HealthRegenerationSystem extends System {
|
||||
constructor() {
|
||||
super(SystemName.HEALTH_REGEN);
|
||||
this.requiredComponents = [ComponentType.HEALTH];
|
||||
this.priority = 35;
|
||||
}
|
||||
|
||||
process(deltaTime, entities) {
|
||||
entities.forEach(entity => {
|
||||
const health = entity.getComponent(ComponentType.HEALTH);
|
||||
if (!health || health.regeneration <= 0) return;
|
||||
|
||||
// Regenerate health over time
|
||||
// Only regenerate if not recently damaged (5 seconds)
|
||||
const timeSinceDamage = (Date.now() - health.lastDamageTime) / 1000;
|
||||
if (timeSinceDamage > 5) {
|
||||
health.heal(health.regeneration * deltaTime);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
32
src/systems/HealthRegenerationSystem.ts
Normal file
32
src/systems/HealthRegenerationSystem.ts
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
import { System } from '../core/System.ts';
|
||||
import { SystemName, ComponentType } from '../core/Constants.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
import type { Health } from '../components/Health.ts';
|
||||
|
||||
/**
|
||||
* System responsible for managing health regeneration for entities over time.
|
||||
*/
|
||||
export class HealthRegenerationSystem extends System {
|
||||
constructor() {
|
||||
super(SystemName.HEALTH_REGEN);
|
||||
this.requiredComponents = [ComponentType.HEALTH];
|
||||
this.priority = 35;
|
||||
}
|
||||
|
||||
/**
|
||||
* Process health regeneration for entities that haven't been damaged recently.
|
||||
* @param deltaTime - Time elapsed since last frame in seconds
|
||||
* @param entities - Entities matching system requirements
|
||||
*/
|
||||
process(deltaTime: number, entities: Entity[]): void {
|
||||
entities.forEach((entity) => {
|
||||
const health = entity.getComponent<Health>(ComponentType.HEALTH);
|
||||
if (!health || health.regeneration <= 0) return;
|
||||
|
||||
const timeSinceDamage = (Date.now() - health.lastDamageTime) / 1000;
|
||||
if (timeSinceDamage > 5) {
|
||||
health.heal(health.regeneration * deltaTime);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -1,37 +1,58 @@
|
|||
import { System } from '../core/System.js';
|
||||
import { SystemName } from '../core/Constants.js';
|
||||
import { System } from '../core/System.ts';
|
||||
import { SystemName } from '../core/Constants.ts';
|
||||
import type { Engine } from '../core/Engine.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
|
||||
interface MouseState {
|
||||
x: number;
|
||||
y: number;
|
||||
buttons: Record<number, boolean>;
|
||||
buttonsPrevious: Record<number, boolean>;
|
||||
}
|
||||
|
||||
/**
|
||||
* System responsible for capturing and managing keyboard and mouse input.
|
||||
*/
|
||||
export class InputSystem extends System {
|
||||
keys: Record<string, boolean>;
|
||||
keysPrevious: Record<string, boolean>;
|
||||
mouse: MouseState;
|
||||
|
||||
constructor() {
|
||||
super(SystemName.INPUT);
|
||||
this.requiredComponents = []; // No required components - handles input globally
|
||||
this.priority = 0; // Run first
|
||||
this.requiredComponents = [];
|
||||
this.priority = 0;
|
||||
|
||||
this.keys = {};
|
||||
this.keysPrevious = {}; // Track previous frame key states
|
||||
this.keysPrevious = {};
|
||||
this.mouse = {
|
||||
x: 0,
|
||||
y: 0,
|
||||
buttons: {},
|
||||
buttonsPrevious: {}
|
||||
buttonsPrevious: {},
|
||||
};
|
||||
}
|
||||
|
||||
init(engine) {
|
||||
/**
|
||||
* Initialize the system and set up event listeners.
|
||||
* @param engine - The game engine instance
|
||||
*/
|
||||
init(engine: Engine): void {
|
||||
super.init(engine);
|
||||
this.setupEventListeners();
|
||||
}
|
||||
|
||||
setupEventListeners() {
|
||||
/**
|
||||
* Set up browser event listeners for keyboard and mouse.
|
||||
*/
|
||||
setupEventListeners(): void {
|
||||
window.addEventListener('keydown', (e) => {
|
||||
const key = e.key.toLowerCase();
|
||||
const code = e.code.toLowerCase();
|
||||
|
||||
// Store by key name
|
||||
this.keys[key] = true;
|
||||
this.keys[code] = true;
|
||||
|
||||
// Handle special keys
|
||||
if (key === ' ') {
|
||||
this.keys['space'] = true;
|
||||
}
|
||||
|
|
@ -39,13 +60,11 @@ export class InputSystem extends System {
|
|||
this.keys['space'] = true;
|
||||
}
|
||||
|
||||
// Arrow keys
|
||||
if (code === 'arrowup') this.keys['arrowup'] = true;
|
||||
if (code === 'arrowdown') this.keys['arrowdown'] = true;
|
||||
if (code === 'arrowleft') this.keys['arrowleft'] = true;
|
||||
if (code === 'arrowright') this.keys['arrowright'] = true;
|
||||
|
||||
// Prevent default for game keys
|
||||
if ([' ', 'w', 'a', 's', 'd', '1', '2', '3', '4', '5', '6', '7', '8', '9'].includes(key)) {
|
||||
e.preventDefault();
|
||||
}
|
||||
|
|
@ -58,7 +77,6 @@ export class InputSystem extends System {
|
|||
this.keys[key] = false;
|
||||
this.keys[code] = false;
|
||||
|
||||
// Handle special keys
|
||||
if (key === ' ') {
|
||||
this.keys['space'] = false;
|
||||
}
|
||||
|
|
@ -66,7 +84,6 @@ export class InputSystem extends System {
|
|||
this.keys['space'] = false;
|
||||
}
|
||||
|
||||
// Arrow keys
|
||||
if (code === 'arrowup') this.keys['arrowup'] = false;
|
||||
if (code === 'arrowdown') this.keys['arrowdown'] = false;
|
||||
if (code === 'arrowleft') this.keys['arrowleft'] = false;
|
||||
|
|
@ -77,7 +94,6 @@ export class InputSystem extends System {
|
|||
if (this.engine && this.engine.canvas) {
|
||||
const canvas = this.engine.canvas;
|
||||
const rect = canvas.getBoundingClientRect();
|
||||
// Calculate scale factors between displayed size and internal resolution
|
||||
const scaleX = canvas.width / rect.width;
|
||||
const scaleY = canvas.height / rect.height;
|
||||
|
||||
|
|
@ -95,16 +111,17 @@ export class InputSystem extends System {
|
|||
});
|
||||
}
|
||||
|
||||
process(_deltaTime, _entities) {
|
||||
// Don't update previous states here - that happens at end of frame
|
||||
// This allows other systems to check isKeyJustPressed during the frame
|
||||
}
|
||||
/**
|
||||
* Process input state (placeholder as processing happens via events).
|
||||
* @param _deltaTime - Time elapsed
|
||||
* @param _entities - Matching entities
|
||||
*/
|
||||
process(_deltaTime: number, _entities: Entity[]): void {}
|
||||
|
||||
/**
|
||||
* Update previous states - called at end of frame
|
||||
*/
|
||||
updatePreviousStates() {
|
||||
// Deep copy current states to previous for next frame
|
||||
* Update previous frame states. Should be called at the end of each frame.
|
||||
*/
|
||||
updatePreviousStates(): void {
|
||||
this.keysPrevious = {};
|
||||
for (const key in this.keys) {
|
||||
this.keysPrevious[key] = this.keys[key];
|
||||
|
|
@ -116,16 +133,20 @@ export class InputSystem extends System {
|
|||
}
|
||||
|
||||
/**
|
||||
* Check if a key is currently pressed
|
||||
*/
|
||||
isKeyPressed(key) {
|
||||
* Check if a key is currently being held down.
|
||||
* @param key - The key name or code
|
||||
* @returns True if the key is pressed
|
||||
*/
|
||||
isKeyPressed(key: string): boolean {
|
||||
return this.keys[key.toLowerCase()] === true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if a key was just pressed (not held from previous frame)
|
||||
*/
|
||||
isKeyJustPressed(key) {
|
||||
* Check if a key was pressed in the current frame.
|
||||
* @param key - The key name or code
|
||||
* @returns True if the key was just pressed
|
||||
*/
|
||||
isKeyJustPressed(key: string): boolean {
|
||||
const keyLower = key.toLowerCase();
|
||||
const isPressed = this.keys[keyLower] === true;
|
||||
const wasPressed = this.keysPrevious[keyLower] === true;
|
||||
|
|
@ -133,26 +154,30 @@ export class InputSystem extends System {
|
|||
}
|
||||
|
||||
/**
|
||||
* Get mouse position
|
||||
*/
|
||||
getMousePosition() {
|
||||
* Get the current mouse position in world coordinates.
|
||||
* @returns The mouse coordinates
|
||||
*/
|
||||
getMousePosition(): { x: number; y: number } {
|
||||
return { x: this.mouse.x, y: this.mouse.y };
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if mouse button is pressed
|
||||
*/
|
||||
isMouseButtonPressed(button = 0) {
|
||||
* Check if a mouse button is currently being held down.
|
||||
* @param button - The button index (0=left, 1=middle, 2=right)
|
||||
* @returns True if the button is pressed
|
||||
*/
|
||||
isMouseButtonPressed(button = 0): boolean {
|
||||
return this.mouse.buttons[button] === true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Check if mouse button was just pressed
|
||||
*/
|
||||
isMouseButtonJustPressed(button = 0) {
|
||||
* Check if a mouse button was pressed in the current frame.
|
||||
* @param button - The button index
|
||||
* @returns True if the button was just pressed
|
||||
*/
|
||||
isMouseButtonJustPressed(button = 0): boolean {
|
||||
const isPressed = this.mouse.buttons[button] === true;
|
||||
const wasPressed = this.mouse.buttonsPrevious[button] === true;
|
||||
return isPressed && !wasPressed;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1,28 +1,45 @@
|
|||
import { System } from '../core/System.js';
|
||||
import { PixelFont } from '../core/PixelFont.js';
|
||||
import { Palette } from '../core/Palette.js';
|
||||
import { GameState, ComponentType, SystemName } from '../core/Constants.js';
|
||||
import { System } from '../core/System.ts';
|
||||
import { PixelFont } from '../core/PixelFont.ts';
|
||||
import { Palette } from '../core/Palette.ts';
|
||||
import { GameState, ComponentType, SystemName } from '../core/Constants.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
import type { Engine } from '../core/Engine.ts';
|
||||
import type { UISystem } from './UISystem.ts';
|
||||
|
||||
/**
|
||||
* System to handle game menus (start, pause)
|
||||
* System responsible for managing game states (start, playing, paused, game over) and rendering menus.
|
||||
*/
|
||||
export class MenuSystem extends System {
|
||||
constructor(engine) {
|
||||
gameState: GameState;
|
||||
paused: boolean;
|
||||
ctx: CanvasRenderingContext2D;
|
||||
|
||||
/**
|
||||
* @param engine - The game engine instance
|
||||
*/
|
||||
constructor(engine: Engine) {
|
||||
super(SystemName.MENU);
|
||||
this.requiredComponents = []; // No required components
|
||||
this.priority = 1; // Run early
|
||||
this.requiredComponents = [];
|
||||
this.priority = 1;
|
||||
this.engine = engine;
|
||||
this.ctx = engine.ctx;
|
||||
this.gameState = GameState.START;
|
||||
this.paused = false;
|
||||
}
|
||||
|
||||
init(engine) {
|
||||
/**
|
||||
* Initialize the menu system and set up input listeners.
|
||||
* @param engine - The game engine instance
|
||||
*/
|
||||
init(engine: Engine): void {
|
||||
super.init(engine);
|
||||
this.setupInput();
|
||||
}
|
||||
|
||||
setupInput() {
|
||||
/**
|
||||
* Set up keyboard event listeners for menu navigation and state toggling.
|
||||
*/
|
||||
setupInput(): void {
|
||||
window.addEventListener('keydown', (e) => {
|
||||
if (e.key === 'Escape' || e.key === 'p' || e.key === 'P') {
|
||||
if (this.gameState === GameState.PLAYING) {
|
||||
|
|
@ -41,16 +58,25 @@ export class MenuSystem extends System {
|
|||
});
|
||||
}
|
||||
|
||||
showGameOver() {
|
||||
/**
|
||||
* Transition the game state to Game Over.
|
||||
*/
|
||||
showGameOver(): void {
|
||||
this.gameState = GameState.GAME_OVER;
|
||||
this.paused = true;
|
||||
}
|
||||
|
||||
restartGame() {
|
||||
window.location.reload(); // Simple and effective for this project
|
||||
/**
|
||||
* Restart the game by reloading the page.
|
||||
*/
|
||||
restartGame(): void {
|
||||
window.location.reload();
|
||||
}
|
||||
|
||||
startGame() {
|
||||
/**
|
||||
* Transition the game state from Start menu to Playing.
|
||||
*/
|
||||
startGame(): void {
|
||||
this.gameState = GameState.PLAYING;
|
||||
this.paused = false;
|
||||
if (!this.engine.running) {
|
||||
|
|
@ -58,7 +84,10 @@ export class MenuSystem extends System {
|
|||
}
|
||||
}
|
||||
|
||||
togglePause() {
|
||||
/**
|
||||
* Toggle between Paused and Playing states.
|
||||
*/
|
||||
togglePause(): void {
|
||||
if (this.gameState === GameState.PLAYING) {
|
||||
this.gameState = GameState.PAUSED;
|
||||
this.paused = true;
|
||||
|
|
@ -67,25 +96,30 @@ export class MenuSystem extends System {
|
|||
}
|
||||
}
|
||||
|
||||
resumeGame() {
|
||||
/**
|
||||
* Transition the game state from Paused to Playing.
|
||||
*/
|
||||
resumeGame(): void {
|
||||
this.gameState = GameState.PLAYING;
|
||||
this.paused = false;
|
||||
}
|
||||
|
||||
process(_deltaTime, _entities) {
|
||||
// Don't update game systems if paused or at start menu
|
||||
if (this.gameState === GameState.PAUSED || this.gameState === GameState.START) {
|
||||
// Logic for system handling is moved to the update loop in Engine
|
||||
}
|
||||
}
|
||||
/**
|
||||
* Process menu logic (handled via events).
|
||||
* @param _deltaTime - Time elapsed
|
||||
* @param _entities - Filtered entities
|
||||
*/
|
||||
process(_deltaTime: number, _entities: Entity[]): void {}
|
||||
|
||||
drawMenu() {
|
||||
/**
|
||||
* Draw the current menu screen based on the game state.
|
||||
*/
|
||||
drawMenu(): void {
|
||||
const ctx = this.ctx;
|
||||
const width = this.engine.canvas.width;
|
||||
const height = this.engine.canvas.height;
|
||||
|
||||
// Darker overlay matching palette
|
||||
ctx.fillStyle = 'rgba(32, 21, 51, 0.8)'; // Semi-transparent VOID
|
||||
ctx.fillStyle = 'rgba(32, 21, 51, 0.8)';
|
||||
ctx.fillRect(0, 0, width, height);
|
||||
|
||||
if (this.gameState === GameState.START) {
|
||||
|
|
@ -100,14 +134,20 @@ export class MenuSystem extends System {
|
|||
const instructions = [
|
||||
'WASD: MOVE | CLICK: ATTACK',
|
||||
'NUMS: SKILLS | ESC: PAUSE',
|
||||
'COLLECT DNA TO EVOLVE'
|
||||
'COLLECT DNA TO EVOLVE',
|
||||
];
|
||||
|
||||
instructions.forEach((line, i) => {
|
||||
const lineW = PixelFont.getTextWidth(line, 1);
|
||||
PixelFont.drawText(ctx, line, (width - lineW) / 2, height / 2 + 25 + i * 10, Palette.ROYAL_BLUE, 1);
|
||||
PixelFont.drawText(
|
||||
ctx,
|
||||
line,
|
||||
(width - lineW) / 2,
|
||||
height / 2 + 25 + i * 10,
|
||||
Palette.ROYAL_BLUE,
|
||||
1
|
||||
);
|
||||
});
|
||||
|
||||
} else if (this.gameState === GameState.PAUSED) {
|
||||
const paused = 'PAUSED';
|
||||
const pausedW = PixelFont.getTextWidth(paused, 2);
|
||||
|
|
@ -117,16 +157,15 @@ export class MenuSystem extends System {
|
|||
const resumeW = PixelFont.getTextWidth(resume, 1);
|
||||
PixelFont.drawText(ctx, resume, (width - resumeW) / 2, 45, Palette.WHITE, 1);
|
||||
|
||||
// Draw Stats and Knowledge (Moved from HUD)
|
||||
const player = this.engine.getEntities().find(e => e.hasComponent(ComponentType.EVOLUTION));
|
||||
const uiSystem = this.engine.systems.find(s => s.name === SystemName.UI);
|
||||
const player = this.engine.getEntities().find((e) => e.hasComponent(ComponentType.EVOLUTION));
|
||||
const uiSystem = this.engine.systems.find((s) => s.name === SystemName.UI) as
|
||||
| UISystem
|
||||
| undefined;
|
||||
|
||||
if (player && uiSystem) {
|
||||
// Draw Stats on the left
|
||||
uiSystem.drawStats(player, 20, 80);
|
||||
|
||||
// Draw Learning Progress on the right
|
||||
uiSystem.drawSkillProgress(player, width - 110, 80);
|
||||
uiSystem.drawMutations(player, 20, 185);
|
||||
}
|
||||
} else if (this.gameState === GameState.GAME_OVER) {
|
||||
const dead = 'YOU PERISHED';
|
||||
|
|
@ -143,12 +182,19 @@ export class MenuSystem extends System {
|
|||
}
|
||||
}
|
||||
|
||||
getGameState() {
|
||||
/**
|
||||
* Get the current game state identifier.
|
||||
* @returns The game state string
|
||||
*/
|
||||
getGameState(): GameState {
|
||||
return this.gameState;
|
||||
}
|
||||
|
||||
isPaused() {
|
||||
/**
|
||||
* Check if the game is currently paused or in the start menu.
|
||||
* @returns True if paused or at start
|
||||
*/
|
||||
isPaused(): boolean {
|
||||
return this.paused || this.gameState === GameState.START;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1,6 +1,13 @@
|
|||
import { System } from '../core/System.js';
|
||||
import { SystemName, ComponentType } from '../core/Constants.js';
|
||||
import { System } from '../core/System.ts';
|
||||
import { SystemName, ComponentType } from '../core/Constants.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
import type { Position } from '../components/Position.ts';
|
||||
import type { Velocity } from '../components/Velocity.ts';
|
||||
import type { Health } from '../components/Health.ts';
|
||||
|
||||
/**
|
||||
* System responsible for moving entities based on their velocity and handling collisions.
|
||||
*/
|
||||
export class MovementSystem extends System {
|
||||
constructor() {
|
||||
super(SystemName.MOVEMENT);
|
||||
|
|
@ -8,19 +15,30 @@ export class MovementSystem extends System {
|
|||
this.priority = 10;
|
||||
}
|
||||
|
||||
process(deltaTime, entities) {
|
||||
entities.forEach(entity => {
|
||||
const position = entity.getComponent(ComponentType.POSITION);
|
||||
const velocity = entity.getComponent(ComponentType.VELOCITY);
|
||||
const health = entity.getComponent(ComponentType.HEALTH);
|
||||
/**
|
||||
* Update the position of entities based on their velocity, applying friction and collision detection.
|
||||
* @param deltaTime - Time elapsed since last frame in seconds
|
||||
* @param entities - Entities matching system requirements
|
||||
*/
|
||||
process(deltaTime: number, entities: Entity[]): void {
|
||||
entities.forEach((entity) => {
|
||||
const position = entity.getComponent<Position>(ComponentType.POSITION);
|
||||
const velocity = entity.getComponent<Velocity>(ComponentType.VELOCITY);
|
||||
const health = entity.getComponent<Health>(ComponentType.HEALTH);
|
||||
|
||||
if (!position || !velocity) return;
|
||||
|
||||
// Check if this is a projectile
|
||||
if (velocity.lockTimer > 0) {
|
||||
velocity.lockTimer -= deltaTime;
|
||||
if (velocity.lockTimer <= 0) {
|
||||
velocity.lockTimer = 0;
|
||||
velocity.isLocked = false;
|
||||
}
|
||||
}
|
||||
|
||||
const isProjectile = health && health.isProjectile;
|
||||
|
||||
// Apply velocity with max speed limit (skip for projectiles)
|
||||
if (!isProjectile) {
|
||||
if (!isProjectile && !velocity.isLocked) {
|
||||
const speed = Math.sqrt(velocity.vx * velocity.vx + velocity.vy * velocity.vy);
|
||||
if (speed > velocity.maxSpeed) {
|
||||
const factor = velocity.maxSpeed / speed;
|
||||
|
|
@ -29,33 +47,36 @@ export class MovementSystem extends System {
|
|||
}
|
||||
}
|
||||
|
||||
// Update position with collision detection
|
||||
const tileMap = this.engine.tileMap;
|
||||
|
||||
// X Axis
|
||||
const nextX = position.x + velocity.vx * deltaTime;
|
||||
if (tileMap && tileMap.isSolid(nextX, position.y)) {
|
||||
velocity.vx = 0;
|
||||
if (velocity.isLocked) {
|
||||
velocity.lockTimer = 0;
|
||||
velocity.isLocked = false;
|
||||
}
|
||||
} else {
|
||||
position.x = nextX;
|
||||
}
|
||||
|
||||
// Y Axis
|
||||
const nextY = position.y + velocity.vy * deltaTime;
|
||||
if (tileMap && tileMap.isSolid(position.x, nextY)) {
|
||||
velocity.vy = 0;
|
||||
if (velocity.isLocked) {
|
||||
velocity.lockTimer = 0;
|
||||
velocity.isLocked = false;
|
||||
}
|
||||
} else {
|
||||
position.y = nextY;
|
||||
}
|
||||
|
||||
// Apply friction (skip for projectiles - they should maintain speed)
|
||||
if (!isProjectile) {
|
||||
const friction = 0.9;
|
||||
const friction = velocity.isLocked ? 0.98 : 0.9;
|
||||
velocity.vx *= Math.pow(friction, deltaTime * 60);
|
||||
velocity.vy *= Math.pow(friction, deltaTime * 60);
|
||||
}
|
||||
|
||||
// Boundary checking
|
||||
const canvas = this.engine.canvas;
|
||||
if (position.x < 0) {
|
||||
position.x = 0;
|
||||
|
|
@ -75,4 +96,3 @@ export class MovementSystem extends System {
|
|||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -1,71 +0,0 @@
|
|||
import { System } from '../core/System.js';
|
||||
import { SystemName, ComponentType } from '../core/Constants.js';
|
||||
|
||||
export class PlayerControllerSystem extends System {
|
||||
constructor() {
|
||||
super(SystemName.PLAYER_CONTROLLER);
|
||||
this.requiredComponents = [ComponentType.POSITION, ComponentType.VELOCITY];
|
||||
this.priority = 5;
|
||||
this.playerEntity = null;
|
||||
}
|
||||
|
||||
process(deltaTime, entities) {
|
||||
// Find player entity (entity with Evolution component)
|
||||
if (!this.playerEntity) {
|
||||
this.playerEntity = entities.find(e => e.hasComponent(ComponentType.EVOLUTION));
|
||||
}
|
||||
|
||||
if (!this.playerEntity) return;
|
||||
|
||||
const inputSystem = this.engine.systems.find(s => s.name === SystemName.INPUT);
|
||||
if (!inputSystem) return;
|
||||
|
||||
const velocity = this.playerEntity.getComponent(ComponentType.VELOCITY);
|
||||
const position = this.playerEntity.getComponent(ComponentType.POSITION);
|
||||
if (!velocity || !position) return;
|
||||
|
||||
// Movement input
|
||||
let moveX = 0;
|
||||
let moveY = 0;
|
||||
const moveSpeed = 100; // Scaled down for 320x240
|
||||
|
||||
if (inputSystem.isKeyPressed('w') || inputSystem.isKeyPressed('arrowup')) {
|
||||
moveY -= 1;
|
||||
}
|
||||
if (inputSystem.isKeyPressed('s') || inputSystem.isKeyPressed('arrowdown')) {
|
||||
moveY += 1;
|
||||
}
|
||||
if (inputSystem.isKeyPressed('a') || inputSystem.isKeyPressed('arrowleft')) {
|
||||
moveX -= 1;
|
||||
}
|
||||
if (inputSystem.isKeyPressed('d') || inputSystem.isKeyPressed('arrowright')) {
|
||||
moveX += 1;
|
||||
}
|
||||
|
||||
// Normalize diagonal movement
|
||||
if (moveX !== 0 && moveY !== 0) {
|
||||
moveX *= 0.707;
|
||||
moveY *= 0.707;
|
||||
}
|
||||
|
||||
// Apply movement
|
||||
velocity.vx = moveX * moveSpeed;
|
||||
velocity.vy = moveY * moveSpeed;
|
||||
|
||||
// Face mouse or movement direction
|
||||
const mouse = inputSystem.getMousePosition();
|
||||
const dx = mouse.x - position.x;
|
||||
const dy = mouse.y - position.y;
|
||||
if (Math.abs(dx) > 0.1 || Math.abs(dy) > 0.1) {
|
||||
position.rotation = Math.atan2(dy, dx);
|
||||
} else if (moveX !== 0 || moveY !== 0) {
|
||||
position.rotation = Math.atan2(moveY, moveX);
|
||||
}
|
||||
}
|
||||
|
||||
getPlayerEntity() {
|
||||
return this.playerEntity;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
113
src/systems/PlayerControllerSystem.ts
Normal file
113
src/systems/PlayerControllerSystem.ts
Normal file
|
|
@ -0,0 +1,113 @@
|
|||
import { System } from '../core/System.ts';
|
||||
import { SystemName, ComponentType } from '../core/Constants.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
import type { Velocity } from '../components/Velocity.ts';
|
||||
import type { Position } from '../components/Position.ts';
|
||||
import type { Intent } from '../components/Intent.ts';
|
||||
import type { Skills } from '../components/Skills.ts';
|
||||
import type { InputSystem } from './InputSystem.ts';
|
||||
|
||||
/**
|
||||
* System responsible for translating player input into movement and action intents.
|
||||
*/
|
||||
export class PlayerControllerSystem extends System {
|
||||
playerEntity: Entity | null;
|
||||
|
||||
constructor() {
|
||||
super(SystemName.PLAYER_CONTROLLER);
|
||||
this.requiredComponents = [ComponentType.POSITION, ComponentType.VELOCITY];
|
||||
this.priority = 5;
|
||||
this.playerEntity = null;
|
||||
}
|
||||
|
||||
/**
|
||||
* Process player input and update the player entity's velocity and intent.
|
||||
* @param deltaTime - Time elapsed since last frame in seconds
|
||||
* @param entities - Entities matching system requirements
|
||||
*/
|
||||
process(deltaTime: number, entities: Entity[]): void {
|
||||
if (!this.playerEntity) {
|
||||
this.playerEntity = entities.find((e) => e.hasComponent(ComponentType.EVOLUTION)) || null;
|
||||
}
|
||||
|
||||
if (!this.playerEntity) return;
|
||||
|
||||
const inputSystem = this.engine.systems.find((s) => s.name === SystemName.INPUT) as
|
||||
| InputSystem
|
||||
| undefined;
|
||||
if (!inputSystem) return;
|
||||
|
||||
const velocity = this.playerEntity.getComponent<Velocity>(ComponentType.VELOCITY);
|
||||
const position = this.playerEntity.getComponent<Position>(ComponentType.POSITION);
|
||||
if (!velocity || !position) return;
|
||||
|
||||
let moveX = 0;
|
||||
let moveY = 0;
|
||||
const moveSpeed = 100;
|
||||
|
||||
if (!velocity.isLocked) {
|
||||
if (inputSystem.isKeyPressed('w') || inputSystem.isKeyPressed('arrowup')) {
|
||||
moveY -= 1;
|
||||
}
|
||||
if (inputSystem.isKeyPressed('s') || inputSystem.isKeyPressed('arrowdown')) {
|
||||
moveY += 1;
|
||||
}
|
||||
if (inputSystem.isKeyPressed('a') || inputSystem.isKeyPressed('arrowleft')) {
|
||||
moveX -= 1;
|
||||
}
|
||||
if (inputSystem.isKeyPressed('d') || inputSystem.isKeyPressed('arrowright')) {
|
||||
moveX += 1;
|
||||
}
|
||||
|
||||
if (moveX !== 0 && moveY !== 0) {
|
||||
moveX *= 0.707;
|
||||
moveY *= 0.707;
|
||||
}
|
||||
|
||||
velocity.vx = moveX * moveSpeed;
|
||||
velocity.vy = moveY * moveSpeed;
|
||||
}
|
||||
|
||||
const mouse = inputSystem.getMousePosition();
|
||||
const dx = mouse.x - position.x;
|
||||
const dy = mouse.y - position.y;
|
||||
if (Math.abs(dx) > 0.1 || Math.abs(dy) > 0.1) {
|
||||
position.rotation = Math.atan2(dy, dx);
|
||||
} else if (moveX !== 0 || moveY !== 0) {
|
||||
position.rotation = Math.atan2(moveY, moveX);
|
||||
}
|
||||
|
||||
const intent = this.playerEntity.getComponent<Intent>(ComponentType.INTENT);
|
||||
const skills = this.playerEntity.getComponent<Skills>(ComponentType.SKILLS);
|
||||
|
||||
if (intent && skills) {
|
||||
for (let i = 1; i <= 9; i++) {
|
||||
const key = i.toString();
|
||||
if (inputSystem.isKeyJustPressed(key)) {
|
||||
const skillIndex = i - 1;
|
||||
if (skillIndex < skills.activeSkills.length) {
|
||||
const skillId = skills.activeSkills[skillIndex];
|
||||
intent.setIntent('skill_use', { skillId });
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (
|
||||
inputSystem.isMouseButtonJustPressed(0) ||
|
||||
inputSystem.isKeyJustPressed(' ') ||
|
||||
inputSystem.isKeyJustPressed('space')
|
||||
) {
|
||||
intent.setIntent('attack', { targetX: mouse.x, targetY: mouse.y });
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the current player entity.
|
||||
* @returns The player entity
|
||||
*/
|
||||
getPlayerEntity(): Entity | null {
|
||||
return this.playerEntity;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,93 +0,0 @@
|
|||
import { System } from '../core/System.js';
|
||||
import { Events } from '../core/EventBus.js';
|
||||
import { Palette } from '../core/Palette.js';
|
||||
import { SystemName, ComponentType } from '../core/Constants.js';
|
||||
|
||||
export class ProjectileSystem extends System {
|
||||
constructor() {
|
||||
super(SystemName.PROJECTILE);
|
||||
this.requiredComponents = [ComponentType.POSITION, ComponentType.VELOCITY];
|
||||
this.priority = 18;
|
||||
}
|
||||
|
||||
process(deltaTime, entities) {
|
||||
const playerController = this.engine.systems.find(s => s.name === SystemName.PLAYER_CONTROLLER);
|
||||
const _player = playerController ? playerController.getPlayerEntity() : null;
|
||||
|
||||
entities.forEach(entity => {
|
||||
const health = entity.getComponent(ComponentType.HEALTH);
|
||||
if (!health || !health.isProjectile) return;
|
||||
|
||||
const position = entity.getComponent(ComponentType.POSITION);
|
||||
if (!position) return;
|
||||
|
||||
// Check range - remove if traveled beyond max range
|
||||
if (entity.startX !== undefined && entity.startY !== undefined && entity.maxRange !== undefined) {
|
||||
const dx = position.x - entity.startX;
|
||||
const dy = position.y - entity.startY;
|
||||
const distanceTraveled = Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (distanceTraveled >= entity.maxRange) {
|
||||
this.engine.removeEntity(entity);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Check lifetime as backup
|
||||
if (entity.lifetime !== undefined) {
|
||||
entity.lifetime -= deltaTime;
|
||||
if (entity.lifetime <= 0) {
|
||||
this.engine.removeEntity(entity);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
// Check collisions with enemies
|
||||
const allEntities = this.engine.getEntities();
|
||||
allEntities.forEach(target => {
|
||||
if (target.id === entity.owner) return;
|
||||
if (target.id === entity.id) return;
|
||||
if (!target.hasComponent(ComponentType.HEALTH)) return;
|
||||
if (target.getComponent(ComponentType.HEALTH).isProjectile) return;
|
||||
|
||||
const targetPos = target.getComponent(ComponentType.POSITION);
|
||||
if (!targetPos) return;
|
||||
|
||||
const dx = targetPos.x - position.x;
|
||||
const dy = targetPos.y - position.y;
|
||||
const distance = Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (distance < 8) {
|
||||
// Hit!
|
||||
const targetHealth = target.getComponent(ComponentType.HEALTH);
|
||||
const damage = entity.damage || 10;
|
||||
targetHealth.takeDamage(damage);
|
||||
|
||||
// Impact animation
|
||||
const vfxSystem = this.engine.systems.find(s => s.name === SystemName.VFX);
|
||||
const velocity = entity.getComponent(ComponentType.VELOCITY);
|
||||
if (vfxSystem) {
|
||||
const angle = velocity ? Math.atan2(velocity.vy, velocity.vx) : null;
|
||||
vfxSystem.createImpact(position.x, position.y, Palette.CYAN, angle);
|
||||
}
|
||||
|
||||
// If target is dead, let DeathSystem handle removal/deactivation
|
||||
if (targetHealth.isDead()) {
|
||||
this.engine.emit(Events.ENTITY_DIED, { entity: target });
|
||||
}
|
||||
|
||||
// Remove projectile
|
||||
this.engine.removeEntity(entity);
|
||||
}
|
||||
});
|
||||
|
||||
// Boundary check
|
||||
const canvas = this.engine.canvas;
|
||||
if (position.x < 0 || position.x > canvas.width ||
|
||||
position.y < 0 || position.y > canvas.height) {
|
||||
this.engine.removeEntity(entity);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
107
src/systems/ProjectileSystem.ts
Normal file
107
src/systems/ProjectileSystem.ts
Normal file
|
|
@ -0,0 +1,107 @@
|
|||
import { System } from '../core/System.ts';
|
||||
import { Events } from '../core/EventBus.ts';
|
||||
import { Palette } from '../core/Palette.ts';
|
||||
import { SystemName, ComponentType } from '../core/Constants.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
import type { Health } from '../components/Health.ts';
|
||||
import type { Position } from '../components/Position.ts';
|
||||
import type { Velocity } from '../components/Velocity.ts';
|
||||
import type { VFXSystem } from './VFXSystem.ts';
|
||||
|
||||
/**
|
||||
* System responsible for managing projectile movement, range limits, lifetimes, and collisions.
|
||||
*/
|
||||
export class ProjectileSystem extends System {
|
||||
constructor() {
|
||||
super(SystemName.PROJECTILE);
|
||||
this.requiredComponents = [ComponentType.POSITION, ComponentType.VELOCITY];
|
||||
this.priority = 18;
|
||||
}
|
||||
|
||||
/**
|
||||
* Process logic for all projectiles, checking for range, lifetime, and target collisions.
|
||||
* @param deltaTime - Time elapsed since last frame in seconds
|
||||
* @param entities - Entities matching system requirements
|
||||
*/
|
||||
process(deltaTime: number, entities: Entity[]): void {
|
||||
entities.forEach((entity) => {
|
||||
const health = entity.getComponent<Health>(ComponentType.HEALTH);
|
||||
if (!health || !health.isProjectile) return;
|
||||
|
||||
const position = entity.getComponent<Position>(ComponentType.POSITION);
|
||||
if (!position) return;
|
||||
|
||||
if (
|
||||
entity.startX !== undefined &&
|
||||
entity.startY !== undefined &&
|
||||
entity.maxRange !== undefined
|
||||
) {
|
||||
const dx = position.x - entity.startX;
|
||||
const dy = position.y - entity.startY;
|
||||
const distanceTraveled = Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (distanceTraveled >= entity.maxRange) {
|
||||
this.engine.removeEntity(entity);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (entity.lifetime !== undefined) {
|
||||
entity.lifetime -= deltaTime;
|
||||
if (entity.lifetime <= 0) {
|
||||
this.engine.removeEntity(entity);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
const allEntities = this.engine.getEntities();
|
||||
allEntities.forEach((target) => {
|
||||
if (target.id === entity.owner) return;
|
||||
if (target.id === entity.id) return;
|
||||
if (!target.hasComponent(ComponentType.HEALTH)) return;
|
||||
const targetHealth = target.getComponent<Health>(ComponentType.HEALTH);
|
||||
if (targetHealth && targetHealth.isProjectile) return;
|
||||
|
||||
const targetPos = target.getComponent<Position>(ComponentType.POSITION);
|
||||
if (!targetPos) return;
|
||||
|
||||
const dx = targetPos.x - position.x;
|
||||
const dy = targetPos.y - position.y;
|
||||
const distance = Math.sqrt(dx * dx + dy * dy);
|
||||
|
||||
if (distance < 8) {
|
||||
const targetHealthComp = target.getComponent<Health>(ComponentType.HEALTH);
|
||||
const damage = entity.damage || 10;
|
||||
if (targetHealthComp) {
|
||||
targetHealthComp.takeDamage(damage);
|
||||
|
||||
const vfxSystem = this.engine.systems.find((s) => s.name === SystemName.VFX) as
|
||||
| VFXSystem
|
||||
| undefined;
|
||||
const velocity = entity.getComponent<Velocity>(ComponentType.VELOCITY);
|
||||
if (vfxSystem) {
|
||||
const angle = velocity ? Math.atan2(velocity.vy, velocity.vx) : null;
|
||||
vfxSystem.createImpact(position.x, position.y, Palette.CYAN, angle);
|
||||
}
|
||||
|
||||
if (targetHealthComp.isDead()) {
|
||||
this.engine.emit(Events.ENTITY_DIED, { entity: target });
|
||||
}
|
||||
}
|
||||
|
||||
this.engine.removeEntity(entity);
|
||||
}
|
||||
});
|
||||
|
||||
const canvas = this.engine.canvas;
|
||||
if (
|
||||
position.x < 0 ||
|
||||
position.x > canvas.width ||
|
||||
position.y < 0 ||
|
||||
position.y > canvas.height
|
||||
) {
|
||||
this.engine.removeEntity(entity);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -1,509 +0,0 @@
|
|||
import { System } from '../core/System.js';
|
||||
import { Palette } from '../core/Palette.js';
|
||||
import { SpriteLibrary } from '../core/SpriteLibrary.js';
|
||||
import { ComponentType, SystemName, AnimationState, VFXType, EntityType } from '../core/Constants.js';
|
||||
|
||||
export class RenderSystem extends System {
|
||||
constructor(engine) {
|
||||
super(SystemName.RENDER);
|
||||
this.requiredComponents = [ComponentType.POSITION, ComponentType.SPRITE];
|
||||
this.priority = 100; // Render last
|
||||
this.engine = engine;
|
||||
this.ctx = engine.ctx;
|
||||
}
|
||||
|
||||
process(deltaTime, _entities) {
|
||||
// Clear canvas
|
||||
this.engine.clear();
|
||||
|
||||
// Draw background
|
||||
this.drawBackground();
|
||||
|
||||
// Draw map
|
||||
this.drawMap();
|
||||
|
||||
// Draw entities
|
||||
// Get all entities including inactive ones for rendering dead absorbable entities
|
||||
const allEntities = this.engine.entities;
|
||||
allEntities.forEach(entity => {
|
||||
const health = entity.getComponent(ComponentType.HEALTH);
|
||||
const evolution = entity.getComponent(ComponentType.EVOLUTION);
|
||||
|
||||
// Skip inactive entities UNLESS they're dead and absorbable (for absorption window)
|
||||
if (!entity.active) {
|
||||
const absorbable = entity.getComponent(ComponentType.ABSORBABLE);
|
||||
if (health && health.isDead() && absorbable && !absorbable.absorbed) {
|
||||
// Render dead absorbable entities even if inactive (fade them out)
|
||||
this.drawEntity(entity, deltaTime, true); // Pass fade flag
|
||||
return;
|
||||
}
|
||||
return; // Skip other inactive entities
|
||||
}
|
||||
|
||||
// Don't render dead non-player entities (unless they're absorbable, handled above)
|
||||
if (health && health.isDead() && !evolution) {
|
||||
const absorbable = entity.getComponent(ComponentType.ABSORBABLE);
|
||||
if (!absorbable || absorbable.absorbed) {
|
||||
return; // Skip dead non-absorbable entities
|
||||
}
|
||||
}
|
||||
|
||||
this.drawEntity(entity, deltaTime);
|
||||
});
|
||||
|
||||
// Draw skill effects
|
||||
this.drawSkillEffects();
|
||||
this.drawVFX();
|
||||
}
|
||||
|
||||
drawBackground() {
|
||||
const ctx = this.ctx;
|
||||
const width = this.engine.canvas.width;
|
||||
const height = this.engine.canvas.height;
|
||||
|
||||
// Solid background
|
||||
ctx.fillStyle = Palette.VOID;
|
||||
ctx.fillRect(0, 0, width, height);
|
||||
|
||||
// Dithered pattern or simple shapes for cave features
|
||||
ctx.fillStyle = Palette.DARKER_BLUE;
|
||||
for (let i = 0; i < 20; i++) {
|
||||
// Snap to grid for pixel art look
|
||||
const x = Math.floor((i * 70 + Math.sin(i) * 30) % width);
|
||||
const y = Math.floor((i * 50 + Math.cos(i) * 40) % height);
|
||||
const size = Math.floor(25 + (i % 4) * 15);
|
||||
|
||||
ctx.beginPath();
|
||||
// Draw as rectangles or pixelated circles? Let's use Rects for now to match the style better or keep arcs but accept anti-aliasing
|
||||
// Use integer coordinates strictly.
|
||||
// Pixel Art style: use small squares instead of circles
|
||||
ctx.fillRect(x, y, size, size);
|
||||
}
|
||||
}
|
||||
|
||||
drawMap() {
|
||||
const tileMap = this.engine.tileMap;
|
||||
if (!tileMap) return;
|
||||
|
||||
const ctx = this.ctx;
|
||||
const tileSize = tileMap.tileSize;
|
||||
|
||||
// Draw walls
|
||||
ctx.fillStyle = Palette.DARK_BLUE;
|
||||
|
||||
for (let r = 0; r < tileMap.rows; r++) {
|
||||
for (let c = 0; c < tileMap.cols; c++) {
|
||||
if (tileMap.getTile(c, r) === 1) { // 1 is wall
|
||||
ctx.fillRect(c * tileSize, r * tileSize, tileSize, tileSize);
|
||||
|
||||
// Highlight top for 3D feel
|
||||
ctx.fillStyle = Palette.ROYAL_BLUE;
|
||||
ctx.fillRect(c * tileSize, r * tileSize, tileSize, 2);
|
||||
ctx.fillStyle = Palette.DARK_BLUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
drawEntity(entity, deltaTime, isDeadFade = false) {
|
||||
const position = entity.getComponent(ComponentType.POSITION);
|
||||
const sprite = entity.getComponent(ComponentType.SPRITE);
|
||||
const health = entity.getComponent(ComponentType.HEALTH);
|
||||
|
||||
if (!position || !sprite) return;
|
||||
|
||||
this.ctx.save();
|
||||
|
||||
// Pixel snapping
|
||||
const drawX = Math.floor(position.x);
|
||||
const drawY = Math.floor(position.y);
|
||||
|
||||
// Fade out dead entities
|
||||
let alpha = sprite.alpha;
|
||||
if (isDeadFade && health && health.isDead()) {
|
||||
const absorbable = entity.getComponent(ComponentType.ABSORBABLE);
|
||||
if (absorbable && !absorbable.absorbed) {
|
||||
// Calculate fade based on time since death
|
||||
const deathTime = entity.deathTime || Date.now();
|
||||
const timeSinceDeath = (Date.now() - deathTime) / 1000;
|
||||
const fadeTime = 3.0; // 3 seconds to fade (matches DeathSystem removal time)
|
||||
alpha = Math.max(0.3, 1.0 - (timeSinceDeath / fadeTime));
|
||||
}
|
||||
}
|
||||
this.ctx.globalAlpha = alpha;
|
||||
this.ctx.translate(drawX, drawY);
|
||||
// REMOVED GLOBAL ROTATION: this.ctx.rotate(position.rotation);
|
||||
this.ctx.scale(sprite.scale, sprite.scale);
|
||||
|
||||
// Update animation time for slime morphing
|
||||
if (sprite.shape === EntityType.SLIME) {
|
||||
sprite.animationTime += deltaTime;
|
||||
sprite.morphAmount = Math.sin(sprite.animationTime * 3) * 0.2 + 0.8;
|
||||
}
|
||||
|
||||
// Map legacy colors to new Palette if necessary
|
||||
let drawColor = sprite.color;
|
||||
if (sprite.shape === EntityType.SLIME) drawColor = Palette.CYAN;
|
||||
|
||||
this.ctx.fillStyle = drawColor;
|
||||
|
||||
// Select appropriate animation state based on velocity
|
||||
const velocity = entity.getComponent(ComponentType.VELOCITY);
|
||||
if (velocity) {
|
||||
const isMoving = Math.abs(velocity.vx) > 1 || Math.abs(velocity.vy) > 1;
|
||||
sprite.animationState = isMoving ? AnimationState.WALK : AnimationState.IDLE;
|
||||
}
|
||||
|
||||
// Lookup animation data
|
||||
let spriteData = SpriteLibrary[sprite.shape];
|
||||
if (!spriteData) {
|
||||
spriteData = SpriteLibrary.slime; // Hard fallback
|
||||
}
|
||||
|
||||
// Get animation frames for the current state
|
||||
let frames = spriteData[sprite.animationState] || spriteData[AnimationState.IDLE];
|
||||
|
||||
// If frames is still not an array (fallback for simple grids or missing states)
|
||||
if (!frames || !Array.isArray(frames)) {
|
||||
// If it's a 2D array (legacy/simple), wrap it
|
||||
if (Array.isArray(spriteData) || Array.isArray(spriteData[0])) {
|
||||
frames = [spriteData];
|
||||
} else if (spriteData.idle) {
|
||||
frames = spriteData.idle;
|
||||
} else {
|
||||
frames = SpriteLibrary.slime.idle;
|
||||
}
|
||||
}
|
||||
|
||||
// Update animation timing
|
||||
if (!health || !health.isDead()) {
|
||||
sprite.animationTime += deltaTime;
|
||||
}
|
||||
const currentFrameIdx = Math.floor(sprite.animationTime * sprite.animationSpeed) % frames.length;
|
||||
const grid = frames[currentFrameIdx];
|
||||
|
||||
if (!grid || !grid.length) {
|
||||
this.ctx.restore();
|
||||
return;
|
||||
}
|
||||
|
||||
const rows = grid.length;
|
||||
const cols = grid[0].length;
|
||||
|
||||
// Calculate pixel size to fit the defined sprite dimensions
|
||||
const pixelW = sprite.width / cols;
|
||||
const pixelH = sprite.height / rows;
|
||||
|
||||
// Draw from center
|
||||
const offsetX = -sprite.width / 2;
|
||||
const offsetY = -sprite.height / 2;
|
||||
|
||||
// Horizontal Flipping based on rotation (facing left/right)
|
||||
const isFlipped = Math.cos(position.rotation) < 0;
|
||||
|
||||
this.ctx.save();
|
||||
if (isFlipped) {
|
||||
this.ctx.scale(-1, 1);
|
||||
}
|
||||
|
||||
for (let r = 0; r < rows; r++) {
|
||||
for (let c = 0; c < cols; c++) {
|
||||
const value = grid[r][c];
|
||||
if (value === 0) continue;
|
||||
|
||||
// Determine color
|
||||
if (value === 1) {
|
||||
this.ctx.fillStyle = drawColor;
|
||||
} else if (value === 2) {
|
||||
this.ctx.fillStyle = Palette.WHITE;
|
||||
} else if (value === 3) {
|
||||
this.ctx.fillStyle = Palette.DARKER_BLUE;
|
||||
}
|
||||
|
||||
// Draw pixel (snapped to nearest integer for crisp look)
|
||||
this.ctx.fillRect(
|
||||
offsetX + c * pixelW,
|
||||
offsetY + r * pixelH,
|
||||
Math.ceil(pixelW),
|
||||
Math.ceil(pixelH)
|
||||
);
|
||||
}
|
||||
}
|
||||
this.ctx.restore();
|
||||
|
||||
// Draw health bar if entity has health (stays horizontal)
|
||||
if (health && health.maxHp > 0 && !health.isProjectile) {
|
||||
this.drawHealthBar(health, sprite);
|
||||
}
|
||||
|
||||
// Draw combat indicator if attacking (This DOES rotate)
|
||||
const combat = entity.getComponent(ComponentType.COMBAT);
|
||||
if (combat && combat.isAttacking) {
|
||||
this.ctx.save();
|
||||
this.ctx.rotate(position.rotation);
|
||||
this.drawAttackIndicator(combat, position);
|
||||
this.ctx.restore();
|
||||
}
|
||||
|
||||
// Draw stealth indicator
|
||||
const stealth = entity.getComponent(ComponentType.STEALTH);
|
||||
if (stealth && stealth.isStealthed) {
|
||||
this.drawStealthIndicator(stealth, sprite);
|
||||
}
|
||||
|
||||
// Mutation Visual Effects - Simplified for pixel art
|
||||
const evolution = entity.getComponent(ComponentType.EVOLUTION);
|
||||
if (evolution) {
|
||||
if (evolution.mutationEffects.glowingBody) {
|
||||
// Simple outline (square)
|
||||
this.ctx.strokeStyle = Palette.WHITE;
|
||||
this.ctx.lineWidth = 1;
|
||||
this.ctx.strokeRect(-sprite.width / 2 - 2, -sprite.height / 2 - 2, sprite.width + 4, sprite.height + 4);
|
||||
}
|
||||
if (evolution.mutationEffects.electricSkin) {
|
||||
// Sparks
|
||||
if (Math.random() < 0.2) {
|
||||
this.ctx.fillStyle = Palette.CYAN;
|
||||
const sparkX = Math.floor((Math.random() - 0.5) * sprite.width);
|
||||
const sparkY = Math.floor((Math.random() - 0.5) * sprite.height);
|
||||
this.ctx.fillRect(sparkX, sparkY, 2, 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.ctx.restore();
|
||||
}
|
||||
|
||||
drawVFX() {
|
||||
const vfxSystem = this.engine.systems.find(s => s.name === SystemName.VFX);
|
||||
if (!vfxSystem) return;
|
||||
|
||||
const ctx = this.ctx;
|
||||
const particles = vfxSystem.getParticles();
|
||||
|
||||
particles.forEach(p => {
|
||||
ctx.fillStyle = p.color;
|
||||
// Fade based on lifetime for impact, or keep solid/flicker for absorption
|
||||
ctx.globalAlpha = p.type === VFXType.IMPACT ? Math.min(1, p.lifetime / 0.3) : 0.8;
|
||||
|
||||
// Snap to integers for pixel crispness
|
||||
const x = Math.floor(p.x);
|
||||
const y = Math.floor(p.y);
|
||||
const size = Math.floor(p.size);
|
||||
|
||||
ctx.fillRect(x - size / 2, y - size / 2, size, size);
|
||||
});
|
||||
|
||||
ctx.globalAlpha = 1.0;
|
||||
}
|
||||
|
||||
drawHealthBar(health, sprite) {
|
||||
// Pixel art health bar
|
||||
const ctx = this.ctx;
|
||||
// Width relative to sprite, snapped to even number
|
||||
const barWidth = Math.floor(sprite.width * 1.2);
|
||||
const barHeight = 2;
|
||||
const yOffset = Math.floor(sprite.height / 2 + 3);
|
||||
|
||||
const startX = -Math.floor(barWidth / 2);
|
||||
const startY = -yOffset;
|
||||
|
||||
// Background (Dark Blue)
|
||||
ctx.fillStyle = Palette.DARK_BLUE;
|
||||
ctx.fillRect(startX, startY, barWidth, barHeight);
|
||||
|
||||
// Fill
|
||||
const healthPercent = Math.max(0, health.hp / health.maxHp);
|
||||
const fillWidth = Math.floor(barWidth * healthPercent);
|
||||
|
||||
// Color based on Health (Palette only)
|
||||
// High: CYAN, Mid: SKY_BLUE, Low: WHITE (flashing)
|
||||
if (healthPercent > 0.5) {
|
||||
ctx.fillStyle = Palette.CYAN;
|
||||
} else if (healthPercent > 0.25) {
|
||||
ctx.fillStyle = Palette.SKY_BLUE;
|
||||
} else {
|
||||
// Flash white for low health
|
||||
ctx.fillStyle = (Math.floor(Date.now() / 200) % 2 === 0) ? Palette.WHITE : Palette.ROYAL_BLUE;
|
||||
}
|
||||
|
||||
ctx.fillRect(startX, startY, fillWidth, barHeight);
|
||||
}
|
||||
|
||||
drawAttackIndicator(combat, _position) {
|
||||
const ctx = this.ctx;
|
||||
const length = 25; // Scaled down
|
||||
const attackProgress = 1.0 - (combat.attackCooldown / 0.3); // 0 to 1 during attack animation
|
||||
|
||||
// Since we're already in entity's rotated coordinate space (ctx.rotate was applied),
|
||||
// and position.rotation should match combat.attackDirection (set in CombatSystem),
|
||||
// we just draw forward (angle 0) in local space
|
||||
const angle = 0; // Forward in local rotated space
|
||||
|
||||
// Draw slime tentacle/extension
|
||||
ctx.strokeStyle = `rgba(0, 255, 150, ${0.8 * attackProgress})`;
|
||||
ctx.fillStyle = `rgba(0, 255, 150, ${0.6 * attackProgress})`;
|
||||
ctx.lineWidth = 4; // Scaled down
|
||||
ctx.lineCap = 'round';
|
||||
|
||||
// Tentacle extends outward during attack (forward from entity)
|
||||
const tentacleLength = length * attackProgress;
|
||||
const tentacleEndX = Math.cos(angle) * tentacleLength;
|
||||
const tentacleEndY = Math.sin(angle) * tentacleLength;
|
||||
|
||||
// Draw curved tentacle
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, 0);
|
||||
// Add slight curve to tentacle
|
||||
const midX = Math.cos(angle) * tentacleLength * 0.5;
|
||||
const midY = Math.sin(angle) * tentacleLength * 0.5;
|
||||
const perpX = -Math.sin(angle) * 3 * attackProgress;
|
||||
const perpY = Math.cos(angle) * 3 * attackProgress;
|
||||
ctx.quadraticCurveTo(midX + perpX, midY + perpY, tentacleEndX, tentacleEndY);
|
||||
ctx.stroke();
|
||||
|
||||
// Draw impact point
|
||||
if (attackProgress > 0.5) {
|
||||
ctx.beginPath();
|
||||
ctx.arc(tentacleEndX, tentacleEndY, 3 * attackProgress, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
}
|
||||
}
|
||||
|
||||
drawStealthIndicator(stealth, sprite) {
|
||||
const ctx = this.ctx;
|
||||
const radius = Math.max(sprite.width, sprite.height) / 2 + 5;
|
||||
|
||||
// Stealth ring
|
||||
ctx.strokeStyle = `rgba(0, 255, 150, ${1 - stealth.visibility})`;
|
||||
ctx.lineWidth = 2;
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, radius, 0, Math.PI * 2);
|
||||
ctx.stroke();
|
||||
|
||||
// Visibility indicator
|
||||
if (stealth.visibility > 0.3) {
|
||||
ctx.fillStyle = `rgba(255, 0, 0, ${(stealth.visibility - 0.3) * 2})`;
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, -radius - 10, 3, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
}
|
||||
}
|
||||
|
||||
drawSkillEffects() {
|
||||
const skillEffectSystem = this.engine.systems.find(s => s.name === SystemName.SKILL_EFFECT);
|
||||
// NOTE: SKILL_EFFECT was missing in my constants. I should add it.
|
||||
if (!skillEffectSystem) return;
|
||||
|
||||
const effects = skillEffectSystem.getEffects();
|
||||
const ctx = this.ctx;
|
||||
|
||||
effects.forEach(effect => {
|
||||
ctx.save();
|
||||
|
||||
switch (effect.type) {
|
||||
case 'fire_breath':
|
||||
this.drawFireBreath(ctx, effect);
|
||||
break;
|
||||
case 'pounce':
|
||||
this.drawPounce(ctx, effect);
|
||||
break;
|
||||
case 'pounce_impact':
|
||||
this.drawPounceImpact(ctx, effect);
|
||||
break;
|
||||
}
|
||||
|
||||
ctx.restore();
|
||||
});
|
||||
}
|
||||
|
||||
drawFireBreath(ctx, effect) {
|
||||
const progress = Math.min(1.0, effect.time / effect.lifetime); // Clamp to 0-1
|
||||
const alpha = Math.max(0, 1.0 - progress); // Ensure non-negative
|
||||
|
||||
// Draw fire cone
|
||||
ctx.translate(effect.x, effect.y);
|
||||
ctx.rotate(effect.angle);
|
||||
|
||||
// Cone gradient
|
||||
const gradient = ctx.createRadialGradient(0, 0, 0, 0, 0, effect.range);
|
||||
gradient.addColorStop(0, `rgba(255, 100, 0, ${alpha * 0.8})`);
|
||||
gradient.addColorStop(0.5, `rgba(255, 200, 0, ${alpha * 0.6})`);
|
||||
gradient.addColorStop(1, `rgba(255, 50, 0, ${alpha * 0.3})`);
|
||||
|
||||
ctx.fillStyle = gradient;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, 0);
|
||||
ctx.arc(0, 0, effect.range, -effect.coneAngle / 2, effect.coneAngle / 2);
|
||||
ctx.closePath();
|
||||
ctx.fill();
|
||||
|
||||
// Fire particles
|
||||
for (let i = 0; i < 20; i++) {
|
||||
const angle = (Math.random() - 0.5) * effect.coneAngle;
|
||||
const dist = Math.random() * effect.range * progress;
|
||||
const x = Math.cos(angle) * dist;
|
||||
const y = Math.sin(angle) * dist;
|
||||
const size = 3 + Math.random() * 5;
|
||||
|
||||
ctx.fillStyle = `rgba(255, ${150 + Math.random() * 100}, 0, ${alpha})`;
|
||||
ctx.beginPath();
|
||||
ctx.arc(x, y, size, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
}
|
||||
}
|
||||
|
||||
drawPounce(ctx, effect) {
|
||||
const progress = Math.min(1.0, effect.time / effect.lifetime); // Clamp to 0-1
|
||||
const currentX = effect.startX + Math.cos(effect.angle) * effect.speed * effect.time;
|
||||
const currentY = effect.startY + Math.sin(effect.angle) * effect.speed * effect.time;
|
||||
|
||||
// Draw dash trail
|
||||
const alpha = Math.max(0, 1.0 - progress); // Ensure non-negative
|
||||
ctx.strokeStyle = `rgba(255, 200, 0, ${alpha})`;
|
||||
ctx.lineWidth = 4;
|
||||
ctx.lineCap = 'round';
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(effect.startX, effect.startY);
|
||||
ctx.lineTo(currentX, currentY);
|
||||
ctx.stroke();
|
||||
|
||||
// Draw impact point
|
||||
const radius = Math.max(0, 15 * (1 - progress)); // Ensure non-negative radius
|
||||
if (radius > 0) {
|
||||
ctx.fillStyle = `rgba(255, 150, 0, ${alpha})`;
|
||||
ctx.beginPath();
|
||||
ctx.arc(currentX, currentY, radius, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
}
|
||||
}
|
||||
|
||||
drawPounceImpact(ctx, effect) {
|
||||
const progress = Math.min(1.0, effect.time / effect.lifetime); // Clamp to 0-1
|
||||
const alpha = Math.max(0, 1.0 - progress); // Ensure non-negative
|
||||
const size = Math.max(0, 30 * (1 - progress)); // Ensure non-negative size
|
||||
|
||||
if (size > 0 && alpha > 0) {
|
||||
// Impact ring
|
||||
ctx.strokeStyle = `rgba(255, 200, 0, ${alpha})`;
|
||||
ctx.lineWidth = 3;
|
||||
ctx.beginPath();
|
||||
ctx.arc(effect.x, effect.y, size, 0, Math.PI * 2);
|
||||
ctx.stroke();
|
||||
|
||||
// Impact particles
|
||||
for (let i = 0; i < 8; i++) {
|
||||
const angle = (i / 8) * Math.PI * 2;
|
||||
const dist = size * 0.7;
|
||||
const x = effect.x + Math.cos(angle) * dist;
|
||||
const y = effect.y + Math.sin(angle) * dist;
|
||||
|
||||
ctx.fillStyle = `rgba(255, 150, 0, ${alpha})`;
|
||||
ctx.beginPath();
|
||||
ctx.arc(x, y, 4, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
591
src/systems/RenderSystem.ts
Normal file
591
src/systems/RenderSystem.ts
Normal file
|
|
@ -0,0 +1,591 @@
|
|||
import { System } from '../core/System.ts';
|
||||
import { Palette } from '../core/Palette.ts';
|
||||
import { SpriteLibrary } from '../core/SpriteLibrary.ts';
|
||||
import {
|
||||
ComponentType,
|
||||
SystemName,
|
||||
AnimationState,
|
||||
VFXType,
|
||||
EntityType,
|
||||
} from '../core/Constants.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
import type { Engine } from '../core/Engine.ts';
|
||||
import type { Position } from '../components/Position.ts';
|
||||
import type { Sprite } from '../components/Sprite.ts';
|
||||
import type { Health } from '../components/Health.ts';
|
||||
import type { Velocity } from '../components/Velocity.ts';
|
||||
import type { Combat } from '../components/Combat.ts';
|
||||
import type { Stealth } from '../components/Stealth.ts';
|
||||
import type { Evolution } from '../components/Evolution.ts';
|
||||
import type { Absorbable } from '../components/Absorbable.ts';
|
||||
import type { VFXSystem } from './VFXSystem.ts';
|
||||
import type { SkillEffectSystem, SkillEffect } from './SkillEffectSystem.ts';
|
||||
|
||||
/**
|
||||
* System responsible for rendering all game elements, including background, map, entities, and VFX.
|
||||
*/
|
||||
export class RenderSystem extends System {
|
||||
ctx: CanvasRenderingContext2D;
|
||||
|
||||
/**
|
||||
* @param engine - The game engine instance
|
||||
*/
|
||||
constructor(engine: Engine) {
|
||||
super(SystemName.RENDER);
|
||||
this.requiredComponents = [ComponentType.POSITION, ComponentType.SPRITE];
|
||||
this.priority = 100;
|
||||
this.engine = engine;
|
||||
this.ctx = engine.ctx;
|
||||
}
|
||||
|
||||
/**
|
||||
* Execute the rendering pipeline: clear, draw background, map, entities, and effects.
|
||||
* @param deltaTime - Time elapsed since last frame in seconds
|
||||
* @param _entities - Filtered active entities
|
||||
*/
|
||||
process(deltaTime: number, _entities: Entity[]): void {
|
||||
this.engine.clear();
|
||||
|
||||
this.drawBackground();
|
||||
this.drawMap();
|
||||
|
||||
const allEntities = this.engine.entities;
|
||||
allEntities.forEach((entity) => {
|
||||
const health = entity.getComponent<Health>(ComponentType.HEALTH);
|
||||
const evolution = entity.getComponent<Evolution>(ComponentType.EVOLUTION);
|
||||
|
||||
if (!entity.active) {
|
||||
const absorbable = entity.getComponent<Absorbable>(ComponentType.ABSORBABLE);
|
||||
if (health && health.isDead() && absorbable && !absorbable.absorbed) {
|
||||
this.drawEntity(entity, deltaTime, true);
|
||||
return;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (health && health.isDead() && !evolution) {
|
||||
const absorbable = entity.getComponent<Absorbable>(ComponentType.ABSORBABLE);
|
||||
if (!absorbable || absorbable.absorbed) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
this.drawEntity(entity, deltaTime);
|
||||
});
|
||||
|
||||
this.drawSkillEffects();
|
||||
this.drawVFX();
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw the cave background with dithered patterns.
|
||||
*/
|
||||
drawBackground(): void {
|
||||
const ctx = this.ctx;
|
||||
const width = this.engine.canvas.width;
|
||||
const height = this.engine.canvas.height;
|
||||
|
||||
ctx.fillStyle = Palette.VOID;
|
||||
ctx.fillRect(0, 0, width, height);
|
||||
|
||||
ctx.fillStyle = Palette.DARKER_BLUE;
|
||||
for (let i = 0; i < 20; i++) {
|
||||
const x = Math.floor((i * 70 + Math.sin(i) * 30) % width);
|
||||
const y = Math.floor((i * 50 + Math.cos(i) * 40) % height);
|
||||
const size = Math.floor(25 + (i % 4) * 15);
|
||||
|
||||
ctx.fillRect(x, y, size, size);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw the static tile-based map walls and highlights.
|
||||
*/
|
||||
drawMap(): void {
|
||||
const tileMap = this.engine.tileMap;
|
||||
if (!tileMap) return;
|
||||
|
||||
const ctx = this.ctx;
|
||||
const tileSize = tileMap.tileSize;
|
||||
|
||||
ctx.fillStyle = Palette.DARK_BLUE;
|
||||
|
||||
for (let r = 0; r < tileMap.rows; r++) {
|
||||
for (let c = 0; c < tileMap.cols; c++) {
|
||||
if (tileMap.getTile(c, r) === 1) {
|
||||
ctx.fillRect(c * tileSize, r * tileSize, tileSize, tileSize);
|
||||
|
||||
ctx.fillStyle = Palette.ROYAL_BLUE;
|
||||
ctx.fillRect(c * tileSize, r * tileSize, tileSize, 2);
|
||||
ctx.fillStyle = Palette.DARK_BLUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw an individual entity, including its pixel-art sprite, health bar, and indicators.
|
||||
* @param entity - The entity to render
|
||||
* @param deltaTime - Time elapsed
|
||||
* @param isDeadFade - Whether to apply death fade effect
|
||||
*/
|
||||
drawEntity(entity: Entity, deltaTime: number, isDeadFade = false): void {
|
||||
const position = entity.getComponent<Position>(ComponentType.POSITION);
|
||||
const sprite = entity.getComponent<Sprite>(ComponentType.SPRITE);
|
||||
const health = entity.getComponent<Health>(ComponentType.HEALTH);
|
||||
|
||||
if (!position || !sprite) return;
|
||||
|
||||
this.ctx.save();
|
||||
|
||||
const drawX = Math.floor(position.x);
|
||||
const drawY = Math.floor(position.y);
|
||||
|
||||
let alpha = sprite.alpha;
|
||||
if (isDeadFade && health && health.isDead()) {
|
||||
const absorbable = entity.getComponent<Absorbable>(ComponentType.ABSORBABLE);
|
||||
if (absorbable && !absorbable.absorbed) {
|
||||
const deathTime = entity.deathTime || Date.now();
|
||||
const timeSinceDeath = (Date.now() - deathTime) / 1000;
|
||||
const fadeTime = 3.0;
|
||||
alpha = Math.max(0.3, 1.0 - timeSinceDeath / fadeTime);
|
||||
}
|
||||
}
|
||||
this.ctx.globalAlpha = alpha;
|
||||
this.ctx.translate(drawX, drawY + (sprite.yOffset || 0));
|
||||
this.ctx.scale(sprite.scale, sprite.scale);
|
||||
|
||||
if (sprite.shape === EntityType.SLIME) {
|
||||
sprite.animationTime += deltaTime;
|
||||
sprite.morphAmount = Math.sin(sprite.animationTime * 3) * 0.2 + 0.8;
|
||||
}
|
||||
|
||||
let drawColor = sprite.color;
|
||||
if (sprite.shape === EntityType.SLIME) drawColor = Palette.CYAN;
|
||||
|
||||
this.ctx.fillStyle = drawColor;
|
||||
|
||||
const velocity = entity.getComponent<Velocity>(ComponentType.VELOCITY);
|
||||
if (velocity) {
|
||||
const isMoving = Math.abs(velocity.vx) > 1 || Math.abs(velocity.vy) > 1;
|
||||
sprite.animationState = isMoving ? AnimationState.WALK : AnimationState.IDLE;
|
||||
}
|
||||
|
||||
let spriteData = SpriteLibrary[sprite.shape as string];
|
||||
if (!spriteData) {
|
||||
spriteData = SpriteLibrary[EntityType.SLIME];
|
||||
}
|
||||
|
||||
let frames = spriteData[sprite.animationState as string] || spriteData[AnimationState.IDLE];
|
||||
|
||||
if (!frames || !Array.isArray(frames)) {
|
||||
// Fallback to default slime animation if data structure is unexpected
|
||||
frames = SpriteLibrary[EntityType.SLIME][AnimationState.IDLE];
|
||||
}
|
||||
|
||||
if (!health || !health.isDead()) {
|
||||
sprite.animationTime += deltaTime;
|
||||
}
|
||||
const currentFrameIdx =
|
||||
Math.floor(sprite.animationTime * sprite.animationSpeed) % frames.length;
|
||||
const grid = frames[currentFrameIdx];
|
||||
|
||||
if (!grid || !grid.length) {
|
||||
this.ctx.restore();
|
||||
return;
|
||||
}
|
||||
|
||||
const rows = grid.length;
|
||||
const cols = grid[0].length;
|
||||
|
||||
const pixelW = sprite.width / cols;
|
||||
const pixelH = sprite.height / rows;
|
||||
|
||||
const offsetX = -sprite.width / 2;
|
||||
const offsetY = -sprite.height / 2;
|
||||
|
||||
const isFlipped = Math.cos(position.rotation) < 0;
|
||||
|
||||
this.ctx.save();
|
||||
if (isFlipped) {
|
||||
this.ctx.scale(-1, 1);
|
||||
}
|
||||
|
||||
for (let r = 0; r < rows; r++) {
|
||||
for (let c = 0; c < cols; c++) {
|
||||
const value = grid[r][c];
|
||||
if (value === 0) continue;
|
||||
|
||||
if (value === 1) {
|
||||
this.ctx.fillStyle = drawColor;
|
||||
} else if (value === 2) {
|
||||
this.ctx.fillStyle = Palette.WHITE;
|
||||
} else if (value === 3) {
|
||||
this.ctx.fillStyle = Palette.DARKER_BLUE;
|
||||
}
|
||||
|
||||
this.ctx.fillRect(
|
||||
offsetX + c * pixelW,
|
||||
offsetY + r * pixelH,
|
||||
Math.ceil(pixelW),
|
||||
Math.ceil(pixelH)
|
||||
);
|
||||
}
|
||||
}
|
||||
this.ctx.restore();
|
||||
|
||||
if (health && health.maxHp > 0 && !health.isProjectile) {
|
||||
this.drawHealthBar(health, sprite);
|
||||
}
|
||||
|
||||
const combat = entity.getComponent<Combat>(ComponentType.COMBAT);
|
||||
if (combat && combat.isAttacking) {
|
||||
this.ctx.save();
|
||||
this.ctx.rotate(position.rotation);
|
||||
this.drawAttackIndicator(combat, entity);
|
||||
this.ctx.restore();
|
||||
}
|
||||
|
||||
const stealth = entity.getComponent<Stealth>(ComponentType.STEALTH);
|
||||
if (stealth && stealth.isStealthed) {
|
||||
this.drawStealthIndicator(stealth, sprite);
|
||||
}
|
||||
|
||||
const evolution = entity.getComponent<Evolution>(ComponentType.EVOLUTION);
|
||||
if (evolution) {
|
||||
if (evolution.mutationEffects.glowingBody) {
|
||||
this.drawGlowEffect(sprite);
|
||||
}
|
||||
if (evolution.mutationEffects.electricSkin) {
|
||||
if (Math.random() < 0.2) {
|
||||
this.ctx.fillStyle = Palette.CYAN;
|
||||
const sparkX = Math.floor((Math.random() - 0.5) * sprite.width);
|
||||
const sparkY = Math.floor((Math.random() - 0.5) * sprite.height);
|
||||
this.ctx.fillRect(sparkX, sparkY, 2, 2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
this.ctx.restore();
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw all active visual effects particles.
|
||||
*/
|
||||
drawVFX(): void {
|
||||
const vfxSystem = this.engine.systems.find((s) => s.name === SystemName.VFX) as
|
||||
| VFXSystem
|
||||
| undefined;
|
||||
if (!vfxSystem) return;
|
||||
|
||||
const ctx = this.ctx;
|
||||
const particles = vfxSystem.getParticles();
|
||||
|
||||
particles.forEach((p) => {
|
||||
ctx.fillStyle = p.color;
|
||||
ctx.globalAlpha = p.type === VFXType.IMPACT ? Math.min(1, p.lifetime / 0.3) : 0.8;
|
||||
|
||||
const x = Math.floor(p.x);
|
||||
const y = Math.floor(p.y);
|
||||
const size = Math.floor(p.size);
|
||||
|
||||
ctx.fillRect(x - size / 2, y - size / 2, size, size);
|
||||
});
|
||||
|
||||
ctx.globalAlpha = 1.0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw a health bar above an entity.
|
||||
*/
|
||||
drawHealthBar(health: Health, sprite: Sprite): void {
|
||||
const ctx = this.ctx;
|
||||
const barWidth = Math.floor(sprite.width * 1.2);
|
||||
const barHeight = 2;
|
||||
const yOffset = Math.floor(sprite.height / 2 + 3);
|
||||
|
||||
const startX = -Math.floor(barWidth / 2);
|
||||
const startY = -yOffset;
|
||||
|
||||
ctx.fillStyle = Palette.DARK_BLUE;
|
||||
ctx.fillRect(startX, startY, barWidth, barHeight);
|
||||
|
||||
const healthPercent = Math.max(0, health.hp / health.maxHp);
|
||||
const fillWidth = Math.floor(barWidth * healthPercent);
|
||||
|
||||
if (healthPercent > 0.5) {
|
||||
ctx.fillStyle = Palette.CYAN;
|
||||
} else if (healthPercent > 0.25) {
|
||||
ctx.fillStyle = Palette.SKY_BLUE;
|
||||
} else {
|
||||
ctx.fillStyle = Math.floor(Date.now() / 200) % 2 === 0 ? Palette.WHITE : Palette.ROYAL_BLUE;
|
||||
}
|
||||
|
||||
ctx.fillRect(startX, startY, fillWidth, barHeight);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw an animation indicating a melee attack.
|
||||
*/
|
||||
drawAttackIndicator(combat: Combat, entity: Entity): void {
|
||||
const ctx = this.ctx;
|
||||
const sprite = entity.getComponent<Sprite>(ComponentType.SPRITE);
|
||||
if (!sprite) return;
|
||||
|
||||
const t = 1.0 - combat.attackCooldown / 0.3;
|
||||
const alpha = Math.sin(Math.PI * t);
|
||||
const range = combat.attackRange;
|
||||
|
||||
ctx.save();
|
||||
|
||||
if (sprite.shape === EntityType.SLIME) {
|
||||
ctx.strokeStyle = Palette.CYAN;
|
||||
ctx.lineWidth = 3;
|
||||
ctx.lineCap = 'round';
|
||||
ctx.globalAlpha = alpha;
|
||||
|
||||
const length = range * Math.sin(Math.PI * t);
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, 0);
|
||||
ctx.lineTo(length, 0);
|
||||
ctx.stroke();
|
||||
|
||||
ctx.fillStyle = Palette.WHITE;
|
||||
ctx.beginPath();
|
||||
ctx.arc(length, 0, 2, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
} else if (sprite.shape === EntityType.BEAST) {
|
||||
ctx.strokeStyle = Palette.WHITE;
|
||||
ctx.lineWidth = 2;
|
||||
ctx.globalAlpha = alpha;
|
||||
|
||||
const radius = range;
|
||||
const angleRange = Math.PI * 0.6;
|
||||
const start = -angleRange / 2 + t * angleRange;
|
||||
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, radius, start - 0.5, start + 0.5);
|
||||
ctx.stroke();
|
||||
} else if (sprite.shape === EntityType.HUMANOID) {
|
||||
ctx.strokeStyle = `rgba(255, 255, 255, ${alpha})`;
|
||||
ctx.lineWidth = 4;
|
||||
|
||||
const radius = range;
|
||||
const sweep = Math.PI * 0.8;
|
||||
const startAngle = -sweep / 2;
|
||||
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, radius, startAngle, startAngle + sweep * t);
|
||||
ctx.stroke();
|
||||
} else {
|
||||
ctx.fillStyle = `rgba(255, 255, 255, ${alpha})`;
|
||||
const size = 15 * t;
|
||||
ctx.beginPath();
|
||||
ctx.arc(10, 0, size, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
}
|
||||
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw an indicator circle around a stealthed entity.
|
||||
*/
|
||||
drawStealthIndicator(stealth: Stealth, sprite: Sprite): void {
|
||||
const ctx = this.ctx;
|
||||
const radius = Math.max(sprite.width, sprite.height) / 2 + 5;
|
||||
|
||||
ctx.strokeStyle = `rgba(0, 255, 150, ${1 - stealth.visibility})`;
|
||||
ctx.lineWidth = 2;
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, radius, 0, Math.PI * 2);
|
||||
ctx.stroke();
|
||||
|
||||
if (stealth.visibility > 0.3) {
|
||||
ctx.fillStyle = `rgba(255, 0, 0, ${(stealth.visibility - 0.3) * 2})`;
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, -radius - 10, 3, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw a glowing effect around an entity with bioluminescence.
|
||||
*/
|
||||
drawGlowEffect(sprite: Sprite): void {
|
||||
const ctx = this.ctx;
|
||||
const time = Date.now() * 0.001; // Time in seconds for pulsing
|
||||
const pulse = 0.5 + Math.sin(time * 3) * 0.3; // Pulsing between 0.2 and 0.8
|
||||
const baseRadius = Math.max(sprite.width, sprite.height) / 2;
|
||||
const glowRadius = baseRadius + 4 + pulse * 2;
|
||||
|
||||
// Create radial gradient for soft glow
|
||||
const gradient = ctx.createRadialGradient(0, 0, baseRadius, 0, 0, glowRadius);
|
||||
gradient.addColorStop(0, `rgba(255, 255, 255, ${0.4 * pulse})`);
|
||||
gradient.addColorStop(0.5, `rgba(0, 230, 255, ${0.3 * pulse})`);
|
||||
gradient.addColorStop(1, 'rgba(0, 230, 255, 0)');
|
||||
|
||||
// Draw multiple layers for a softer glow effect
|
||||
ctx.save();
|
||||
ctx.globalCompositeOperation = 'screen';
|
||||
|
||||
// Outer glow layer
|
||||
ctx.fillStyle = gradient;
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, glowRadius, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
|
||||
// Inner bright core
|
||||
const innerGradient = ctx.createRadialGradient(0, 0, 0, 0, 0, baseRadius * 0.6);
|
||||
innerGradient.addColorStop(0, `rgba(255, 255, 255, ${0.6 * pulse})`);
|
||||
innerGradient.addColorStop(1, 'rgba(0, 230, 255, 0)');
|
||||
ctx.fillStyle = innerGradient;
|
||||
ctx.beginPath();
|
||||
ctx.arc(0, 0, baseRadius * 0.6, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
|
||||
ctx.restore();
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw active skill effects (cones, impacts, etc.).
|
||||
*/
|
||||
drawSkillEffects(): void {
|
||||
const skillEffectSystem = this.engine.systems.find(
|
||||
(s) => s.name === SystemName.SKILL_EFFECT
|
||||
) as SkillEffectSystem | undefined;
|
||||
if (!skillEffectSystem) return;
|
||||
|
||||
const effects = skillEffectSystem.getEffects();
|
||||
const ctx = this.ctx;
|
||||
|
||||
effects.forEach((effect) => {
|
||||
ctx.save();
|
||||
|
||||
switch (effect.type) {
|
||||
case 'fire_breath':
|
||||
this.drawFireBreath(ctx, effect);
|
||||
break;
|
||||
case 'pounce':
|
||||
this.drawPounce(ctx, effect);
|
||||
break;
|
||||
case 'pounce_impact':
|
||||
this.drawPounceImpact(ctx, effect);
|
||||
break;
|
||||
}
|
||||
|
||||
ctx.restore();
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw a fire breath cone effect.
|
||||
*/
|
||||
drawFireBreath(ctx: CanvasRenderingContext2D, effect: SkillEffect): void {
|
||||
if (!effect.x || !effect.y || !effect.angle || !effect.range || !effect.coneAngle) return;
|
||||
const progress = Math.min(1.0, effect.time / effect.lifetime);
|
||||
const alpha = Math.max(0, 1.0 - progress);
|
||||
|
||||
ctx.translate(effect.x, effect.y);
|
||||
ctx.rotate(effect.angle);
|
||||
|
||||
const gradient = ctx.createRadialGradient(0, 0, 0, 0, 0, effect.range);
|
||||
gradient.addColorStop(0, `rgba(255, 100, 0, ${alpha * 0.8})`);
|
||||
gradient.addColorStop(0.5, `rgba(255, 200, 0, ${alpha * 0.6})`);
|
||||
gradient.addColorStop(1, `rgba(255, 50, 0, ${alpha * 0.3})`);
|
||||
|
||||
ctx.fillStyle = gradient;
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(0, 0);
|
||||
ctx.arc(0, 0, effect.range, -effect.coneAngle / 2, effect.coneAngle / 2);
|
||||
ctx.closePath();
|
||||
ctx.fill();
|
||||
|
||||
for (let i = 0; i < 20; i++) {
|
||||
const angle = (Math.random() - 0.5) * effect.coneAngle;
|
||||
const dist = Math.random() * effect.range * progress;
|
||||
const x = Math.cos(angle) * dist;
|
||||
const y = Math.sin(angle) * dist;
|
||||
const size = 3 + Math.random() * 5;
|
||||
|
||||
ctx.fillStyle = `rgba(255, ${150 + Math.random() * 100}, 0, ${alpha})`;
|
||||
ctx.beginPath();
|
||||
ctx.arc(x, y, size, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw a pounce dash effect with trails.
|
||||
*/
|
||||
drawPounce(ctx: CanvasRenderingContext2D, effect: SkillEffect): void {
|
||||
if (!effect.startX || !effect.startY || !effect.angle) return;
|
||||
const progress = Math.min(1.0, effect.time / effect.lifetime);
|
||||
|
||||
let currentX: number, currentY: number;
|
||||
if (effect.caster) {
|
||||
const pos = effect.caster.getComponent<Position>(ComponentType.POSITION);
|
||||
if (pos) {
|
||||
currentX = pos.x;
|
||||
currentY = pos.y;
|
||||
} else {
|
||||
return;
|
||||
}
|
||||
} else {
|
||||
currentX = effect.startX + Math.cos(effect.angle) * (effect.speed || 400) * effect.time;
|
||||
currentY = effect.startY + Math.sin(effect.angle) * (effect.speed || 400) * effect.time;
|
||||
}
|
||||
|
||||
ctx.globalAlpha = Math.max(0, 0.3 * (1 - progress));
|
||||
ctx.fillStyle = Palette.VOID;
|
||||
ctx.beginPath();
|
||||
ctx.ellipse(effect.startX, effect.startY, 10, 5, 0, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
|
||||
const alpha = Math.max(0, 0.8 * (1.0 - progress));
|
||||
ctx.strokeStyle = `rgba(255, 200, 0, ${alpha})`;
|
||||
ctx.lineWidth = 2;
|
||||
ctx.lineCap = 'round';
|
||||
ctx.beginPath();
|
||||
ctx.moveTo(effect.startX, effect.startY);
|
||||
ctx.lineTo(currentX, currentY);
|
||||
ctx.stroke();
|
||||
|
||||
const ringSize = progress * 40;
|
||||
ctx.strokeStyle = `rgba(255, 255, 255, ${0.4 * (1 - progress)})`;
|
||||
ctx.lineWidth = 1;
|
||||
ctx.beginPath();
|
||||
ctx.arc(effect.startX, effect.startY, ringSize, 0, Math.PI * 2);
|
||||
ctx.stroke();
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw an impact ring and particles from a pounce landing.
|
||||
*/
|
||||
drawPounceImpact(ctx: CanvasRenderingContext2D, effect: SkillEffect): void {
|
||||
if (!effect.x || !effect.y) return;
|
||||
const progress = Math.min(1.0, effect.time / effect.lifetime);
|
||||
const alpha = Math.max(0, 1.0 - progress);
|
||||
const size = Math.max(0, 30 * (1 - progress));
|
||||
|
||||
if (size > 0 && alpha > 0) {
|
||||
ctx.strokeStyle = `rgba(255, 200, 0, ${alpha})`;
|
||||
ctx.lineWidth = 3;
|
||||
ctx.beginPath();
|
||||
ctx.arc(effect.x, effect.y, size, 0, Math.PI * 2);
|
||||
ctx.stroke();
|
||||
|
||||
for (let i = 0; i < 8; i++) {
|
||||
const angle = (i / 8) * Math.PI * 2;
|
||||
const dist = size * 0.7;
|
||||
const x = effect.x + Math.cos(angle) * dist;
|
||||
const y = effect.y + Math.sin(angle) * dist;
|
||||
|
||||
ctx.fillStyle = `rgba(255, 150, 0, ${alpha})`;
|
||||
ctx.beginPath();
|
||||
ctx.arc(x, y, 4, 0, Math.PI * 2);
|
||||
ctx.fill();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,43 +0,0 @@
|
|||
import { System } from '../core/System.js';
|
||||
import { SystemName } from '../core/Constants.js';
|
||||
|
||||
/**
|
||||
* System to track and render skill effects (Fire Breath, Pounce, etc.)
|
||||
*/
|
||||
export class SkillEffectSystem extends System {
|
||||
constructor() {
|
||||
super(SystemName.SKILL_EFFECT);
|
||||
this.requiredComponents = []; // No required components
|
||||
this.priority = 50; // Run after skills but before rendering
|
||||
this.activeEffects = [];
|
||||
}
|
||||
|
||||
process(deltaTime, _entities) {
|
||||
// Update all active effects
|
||||
for (let i = this.activeEffects.length - 1; i >= 0; i--) {
|
||||
const effect = this.activeEffects[i];
|
||||
effect.lifetime -= deltaTime;
|
||||
effect.time += deltaTime;
|
||||
|
||||
if (effect.lifetime <= 0) {
|
||||
this.activeEffects.splice(i, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a skill effect
|
||||
*/
|
||||
addEffect(effect) {
|
||||
this.activeEffects.push(effect);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get all active effects
|
||||
*/
|
||||
getEffects() {
|
||||
return this.activeEffects;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
74
src/systems/SkillEffectSystem.ts
Normal file
74
src/systems/SkillEffectSystem.ts
Normal file
|
|
@ -0,0 +1,74 @@
|
|||
import { System } from '../core/System.ts';
|
||||
import { SystemName } from '../core/Constants.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
|
||||
export interface SkillEffect {
|
||||
lifetime: number;
|
||||
time: number;
|
||||
type?: string;
|
||||
x?: number;
|
||||
y?: number;
|
||||
angle?: number;
|
||||
range?: number;
|
||||
coneAngle?: number;
|
||||
caster?: Entity;
|
||||
startX?: number;
|
||||
startY?: number;
|
||||
speed?: number;
|
||||
onUpdate?: (deltaTime: number) => void;
|
||||
onComplete?: () => void;
|
||||
}
|
||||
|
||||
/**
|
||||
* System responsible for tracking and updating temporary active skill effects like fire breath or pounce trails.
|
||||
*/
|
||||
export class SkillEffectSystem extends System {
|
||||
activeEffects: SkillEffect[];
|
||||
|
||||
constructor() {
|
||||
super(SystemName.SKILL_EFFECT);
|
||||
this.requiredComponents = [];
|
||||
this.priority = 50;
|
||||
this.activeEffects = [];
|
||||
}
|
||||
|
||||
/**
|
||||
* Update all active effects, removing them when their lifetime expires.
|
||||
* @param deltaTime - Time elapsed since last frame in seconds
|
||||
* @param _entities - Filtered entities
|
||||
*/
|
||||
process(deltaTime: number, _entities: Entity[]): void {
|
||||
for (let i = this.activeEffects.length - 1; i >= 0; i--) {
|
||||
const effect = this.activeEffects[i];
|
||||
effect.lifetime -= deltaTime;
|
||||
effect.time += deltaTime;
|
||||
|
||||
if (effect.onUpdate) {
|
||||
effect.onUpdate(deltaTime);
|
||||
}
|
||||
|
||||
if (effect.lifetime <= 0) {
|
||||
if (effect.onComplete) {
|
||||
effect.onComplete();
|
||||
}
|
||||
this.activeEffects.splice(i, 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a new visual skill effect to the system.
|
||||
* @param effect - The effect data object
|
||||
*/
|
||||
addEffect(effect: SkillEffect): void {
|
||||
this.activeEffects.push(effect);
|
||||
}
|
||||
|
||||
/**
|
||||
* Get the list of currently active skill effects.
|
||||
* @returns Array of active effects
|
||||
*/
|
||||
getEffects(): SkillEffect[] {
|
||||
return this.activeEffects;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,54 +0,0 @@
|
|||
import { System } from '../core/System.js';
|
||||
import { SkillRegistry } from '../skills/SkillRegistry.js';
|
||||
import { SystemName, ComponentType } from '../core/Constants.js';
|
||||
|
||||
export class SkillSystem extends System {
|
||||
constructor() {
|
||||
super(SystemName.SKILL);
|
||||
this.requiredComponents = [ComponentType.SKILLS];
|
||||
this.priority = 30;
|
||||
}
|
||||
|
||||
process(deltaTime, entities) {
|
||||
const inputSystem = this.engine.systems.find(s => s.name === SystemName.INPUT);
|
||||
if (!inputSystem) return;
|
||||
|
||||
entities.forEach(entity => {
|
||||
const skills = entity.getComponent(ComponentType.SKILLS);
|
||||
if (!skills) return;
|
||||
|
||||
// Update cooldowns
|
||||
skills.updateCooldowns(deltaTime);
|
||||
|
||||
// Check for skill activation (number keys 1-9)
|
||||
for (let i = 1; i <= 9; i++) {
|
||||
const key = i.toString();
|
||||
if (inputSystem.isKeyJustPressed(key)) {
|
||||
const skillIndex = i - 1;
|
||||
if (skillIndex < skills.activeSkills.length) {
|
||||
const skillId = skills.activeSkills[skillIndex];
|
||||
if (!skills.isOnCooldown(skillId)) {
|
||||
this.activateSkill(entity, skillId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
activateSkill(entity, skillId) {
|
||||
const skill = SkillRegistry.get(skillId);
|
||||
if (!skill) {
|
||||
console.warn(`Skill not found: ${skillId}`);
|
||||
return;
|
||||
}
|
||||
|
||||
if (skill.activate(entity, this.engine)) {
|
||||
const skills = entity.getComponent(ComponentType.SKILLS);
|
||||
if (skills) {
|
||||
skills.setCooldown(skillId, skill.cooldown);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
60
src/systems/SkillSystem.ts
Normal file
60
src/systems/SkillSystem.ts
Normal file
|
|
@ -0,0 +1,60 @@
|
|||
import { System } from '../core/System.ts';
|
||||
import { SkillRegistry } from '../skills/SkillRegistry.ts';
|
||||
import { SystemName, ComponentType } from '../core/Constants.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
import type { Skills } from '../components/Skills.ts';
|
||||
import type { Intent } from '../components/Intent.ts';
|
||||
|
||||
/**
|
||||
* System responsible for managing skill cooldowns and activating skills based on entity intent.
|
||||
*/
|
||||
export class SkillSystem extends System {
|
||||
constructor() {
|
||||
super(SystemName.SKILL);
|
||||
this.requiredComponents = [ComponentType.SKILLS];
|
||||
this.priority = 30;
|
||||
}
|
||||
|
||||
/**
|
||||
* Process all entities with skills, updating cooldowns and activating skills if intended.
|
||||
* @param deltaTime - Time elapsed since last frame in seconds
|
||||
* @param entities - Entities matching system requirements
|
||||
*/
|
||||
process(deltaTime: number, entities: Entity[]): void {
|
||||
entities.forEach((entity) => {
|
||||
const skills = entity.getComponent<Skills>(ComponentType.SKILLS);
|
||||
const intent = entity.getComponent<Intent>(ComponentType.INTENT);
|
||||
if (!skills) return;
|
||||
|
||||
skills.updateCooldowns(deltaTime);
|
||||
|
||||
if (intent && intent.action === 'skill_use') {
|
||||
const skillId = intent.data.skillId;
|
||||
if (skillId && !skills.isOnCooldown(skillId)) {
|
||||
this.activateSkill(entity, skillId);
|
||||
}
|
||||
intent.clear();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Activate a specific skill for an entity.
|
||||
* @param entity - The entity performing the skill
|
||||
* @param skillId - The ID of the skill to activate
|
||||
*/
|
||||
activateSkill(entity: Entity, skillId: string): void {
|
||||
const skill = SkillRegistry.get(skillId);
|
||||
if (!skill) {
|
||||
console.warn(`Skill not found: ${skillId}`);
|
||||
return;
|
||||
}
|
||||
|
||||
if (skill.activate(entity, this.engine)) {
|
||||
const skills = entity.getComponent<Skills>(ComponentType.SKILLS);
|
||||
if (skills) {
|
||||
skills.setCooldown(skillId, skill.cooldown);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,75 +0,0 @@
|
|||
import { System } from '../core/System.js';
|
||||
import { SystemName, ComponentType } from '../core/Constants.js';
|
||||
|
||||
export class StealthSystem extends System {
|
||||
constructor() {
|
||||
super(SystemName.STEALTH);
|
||||
this.requiredComponents = [ComponentType.STEALTH];
|
||||
this.priority = 12;
|
||||
}
|
||||
|
||||
process(deltaTime, entities) {
|
||||
const inputSystem = this.engine.systems.find(s => s.name === SystemName.INPUT);
|
||||
const playerController = this.engine.systems.find(s => s.name === SystemName.PLAYER_CONTROLLER);
|
||||
const player = playerController ? playerController.getPlayerEntity() : null;
|
||||
|
||||
entities.forEach(entity => {
|
||||
const stealth = entity.getComponent(ComponentType.STEALTH);
|
||||
const velocity = entity.getComponent(ComponentType.VELOCITY);
|
||||
const combat = entity.getComponent(ComponentType.COMBAT);
|
||||
const evolution = entity.getComponent(ComponentType.EVOLUTION);
|
||||
|
||||
if (!stealth) return;
|
||||
|
||||
// Determine stealth type based on evolution
|
||||
if (evolution) {
|
||||
const form = evolution.getDominantForm();
|
||||
stealth.stealthType = form;
|
||||
}
|
||||
|
||||
// Check if player wants to toggle stealth
|
||||
if (entity === player && inputSystem) {
|
||||
const shiftPress = inputSystem.isKeyJustPressed('shift');
|
||||
if (shiftPress) {
|
||||
if (stealth.isStealthed) {
|
||||
stealth.exitStealth();
|
||||
} else {
|
||||
stealth.enterStealth(stealth.stealthType);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Update stealth based on movement and combat
|
||||
const isMoving = velocity && (Math.abs(velocity.vx) > 1 || Math.abs(velocity.vy) > 1);
|
||||
const isInCombat = combat && combat.isAttacking;
|
||||
|
||||
stealth.updateStealth(isMoving, isInCombat);
|
||||
|
||||
// Form-specific stealth bonuses
|
||||
if (stealth.isStealthed) {
|
||||
switch (stealth.stealthType) {
|
||||
case 'slime':
|
||||
// Slime can be very hidden when not moving
|
||||
if (!isMoving) {
|
||||
stealth.visibility = Math.max(0.05, stealth.visibility - deltaTime * 0.2);
|
||||
}
|
||||
break;
|
||||
case 'beast':
|
||||
// Beast stealth is better when moving slowly
|
||||
if (isMoving && velocity) {
|
||||
const speed = Math.sqrt(velocity.vx * velocity.vx + velocity.vy * velocity.vy);
|
||||
if (speed < 50) {
|
||||
stealth.visibility = Math.max(0.1, stealth.visibility - deltaTime * 0.1);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 'human':
|
||||
// Human stealth is more consistent
|
||||
stealth.visibility = Math.max(0.2, stealth.visibility - deltaTime * 0.05);
|
||||
break;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
86
src/systems/StealthSystem.ts
Normal file
86
src/systems/StealthSystem.ts
Normal file
|
|
@ -0,0 +1,86 @@
|
|||
import { System } from '../core/System.ts';
|
||||
import { SystemName, ComponentType } from '../core/Constants.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
import type { Stealth } from '../components/Stealth.ts';
|
||||
import type { Velocity } from '../components/Velocity.ts';
|
||||
import type { Combat } from '../components/Combat.ts';
|
||||
import type { Evolution } from '../components/Evolution.ts';
|
||||
import type { InputSystem } from './InputSystem.ts';
|
||||
import type { PlayerControllerSystem } from './PlayerControllerSystem.ts';
|
||||
|
||||
/**
|
||||
* System responsible for managing stealth mechanics, including visibility updates based on form, movement, and combat.
|
||||
*/
|
||||
export class StealthSystem extends System {
|
||||
constructor() {
|
||||
super(SystemName.STEALTH);
|
||||
this.requiredComponents = [ComponentType.STEALTH];
|
||||
this.priority = 12;
|
||||
}
|
||||
|
||||
/**
|
||||
* Update stealth state for entities, handling toggle input and form-specific visibility changes.
|
||||
* @param deltaTime - Time elapsed since last frame in seconds
|
||||
* @param entities - Entities matching active required components
|
||||
*/
|
||||
process(deltaTime: number, entities: Entity[]): void {
|
||||
const inputSystem = this.engine.systems.find((s) => s.name === SystemName.INPUT) as
|
||||
| InputSystem
|
||||
| undefined;
|
||||
const playerController = this.engine.systems.find(
|
||||
(s) => s.name === SystemName.PLAYER_CONTROLLER
|
||||
) as PlayerControllerSystem | undefined;
|
||||
const player = playerController ? playerController.getPlayerEntity() : null;
|
||||
|
||||
entities.forEach((entity) => {
|
||||
const stealth = entity.getComponent<Stealth>(ComponentType.STEALTH);
|
||||
const velocity = entity.getComponent<Velocity>(ComponentType.VELOCITY);
|
||||
const combat = entity.getComponent<Combat>(ComponentType.COMBAT);
|
||||
const evolution = entity.getComponent<Evolution>(ComponentType.EVOLUTION);
|
||||
|
||||
if (!stealth) return;
|
||||
|
||||
if (evolution) {
|
||||
const form = evolution.getDominantForm();
|
||||
stealth.stealthType = form;
|
||||
}
|
||||
|
||||
if (entity === player && inputSystem) {
|
||||
const shiftPress = inputSystem.isKeyJustPressed('shift');
|
||||
if (shiftPress) {
|
||||
if (stealth.isStealthed) {
|
||||
stealth.exitStealth();
|
||||
} else {
|
||||
stealth.enterStealth(stealth.stealthType);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
const isMoving = velocity && (Math.abs(velocity.vx) > 1 || Math.abs(velocity.vy) > 1);
|
||||
const isInCombat = combat && combat.isAttacking;
|
||||
|
||||
stealth.updateStealth(isMoving || false, isInCombat || false);
|
||||
|
||||
if (stealth.isStealthed) {
|
||||
switch (stealth.stealthType) {
|
||||
case 'slime':
|
||||
if (!isMoving) {
|
||||
stealth.visibility = Math.max(0.05, stealth.visibility - deltaTime * 0.2);
|
||||
}
|
||||
break;
|
||||
case 'beast':
|
||||
if (isMoving && velocity) {
|
||||
const speed = Math.sqrt(velocity.vx * velocity.vx + velocity.vy * velocity.vy);
|
||||
if (speed < 50) {
|
||||
stealth.visibility = Math.max(0.1, stealth.visibility - deltaTime * 0.1);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 'human':
|
||||
stealth.visibility = Math.max(0.2, stealth.visibility - deltaTime * 0.05);
|
||||
break;
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -1,229 +0,0 @@
|
|||
import { System } from '../core/System.js';
|
||||
import { SkillRegistry } from '../skills/SkillRegistry.js';
|
||||
import { Events } from '../core/EventBus.js';
|
||||
import { PixelFont } from '../core/PixelFont.js';
|
||||
import { Palette } from '../core/Palette.js';
|
||||
import { GameState, ComponentType, SystemName } from '../core/Constants.js';
|
||||
|
||||
export class UISystem extends System {
|
||||
constructor(engine) {
|
||||
super(SystemName.UI);
|
||||
this.requiredComponents = []; // No required components - renders UI
|
||||
this.priority = 200; // Render after everything else
|
||||
this.engine = engine;
|
||||
this.ctx = engine.ctx;
|
||||
|
||||
this.damageNumbers = [];
|
||||
this.notifications = [];
|
||||
|
||||
// Subscribe to events
|
||||
engine.on(Events.DAMAGE_DEALT, (data) => this.addDamageNumber(data));
|
||||
engine.on(Events.MUTATION_GAINED, (data) => this.addNotification(`Mutation Gained: ${data.name} `));
|
||||
}
|
||||
|
||||
addDamageNumber(data) {
|
||||
this.damageNumbers.push({
|
||||
x: data.x,
|
||||
y: data.y,
|
||||
value: Math.floor(data.value),
|
||||
color: data.color || '#ffffff',
|
||||
lifetime: 1.0,
|
||||
vy: -50
|
||||
});
|
||||
}
|
||||
|
||||
addNotification(text) {
|
||||
this.notifications.push({
|
||||
text,
|
||||
lifetime: 3.0,
|
||||
alpha: 1.0
|
||||
});
|
||||
}
|
||||
|
||||
process(deltaTime, _entities) {
|
||||
// Update damage numbers
|
||||
this.updateDamageNumbers(deltaTime);
|
||||
this.updateNotifications(deltaTime);
|
||||
|
||||
const menuSystem = this.engine.systems.find(s => s.name === SystemName.MENU);
|
||||
const gameState = menuSystem ? menuSystem.getGameState() : GameState.PLAYING;
|
||||
|
||||
// Only draw menu overlay if in start, paused, or gameOver state
|
||||
if (gameState === GameState.START || gameState === GameState.PAUSED || gameState === GameState.GAME_OVER) {
|
||||
if (menuSystem) {
|
||||
menuSystem.drawMenu();
|
||||
}
|
||||
// Don't draw game UI when menu is showing
|
||||
return;
|
||||
}
|
||||
|
||||
const playerController = this.engine.systems.find(s => s.name === SystemName.PLAYER_CONTROLLER);
|
||||
const player = playerController ? playerController.getPlayerEntity() : null;
|
||||
|
||||
if (!player) return;
|
||||
|
||||
// Draw UI
|
||||
this.drawHUD(player);
|
||||
this.drawSkills(player);
|
||||
// REMOVED drawStats and drawSkillProgress from active gameplay
|
||||
this.drawDamageNumbers();
|
||||
this.drawNotifications();
|
||||
}
|
||||
|
||||
drawHUD(player) {
|
||||
const health = player.getComponent(ComponentType.HEALTH);
|
||||
const stats = player.getComponent(ComponentType.STATS);
|
||||
const evolution = player.getComponent(ComponentType.EVOLUTION);
|
||||
|
||||
if (!health || !stats || !evolution) return;
|
||||
|
||||
const ctx = this.ctx;
|
||||
|
||||
// Health bar
|
||||
const barWidth = 64;
|
||||
const barHeight = 6;
|
||||
const barX = 4;
|
||||
const barY = 4;
|
||||
|
||||
// Outer border
|
||||
ctx.fillStyle = Palette.DARK_BLUE;
|
||||
ctx.fillRect(barX - 1, barY - 1, barWidth + 2, barHeight + 2);
|
||||
|
||||
// Background
|
||||
ctx.fillStyle = Palette.VOID;
|
||||
ctx.fillRect(barX, barY, barWidth, barHeight);
|
||||
|
||||
const healthPercent = health.hp / health.maxHp;
|
||||
ctx.fillStyle = healthPercent > 0.5 ? Palette.CYAN : healthPercent > 0.25 ? Palette.SKY_BLUE : Palette.WHITE;
|
||||
ctx.fillRect(barX, barY, Math.floor(barWidth * healthPercent), barHeight);
|
||||
|
||||
// HP Text
|
||||
PixelFont.drawText(ctx, `${Math.ceil(health.hp)}/${health.maxHp}`, barX, barY + barHeight + 3, Palette.WHITE, 1);
|
||||
|
||||
// Evolution display
|
||||
const form = evolution.getDominantForm();
|
||||
const formY = barY + barHeight + 14;
|
||||
PixelFont.drawText(ctx, form.toUpperCase(), barX, formY, Palette.SKY_BLUE, 1);
|
||||
}
|
||||
|
||||
drawSkills(player) {
|
||||
const skills = player.getComponent(ComponentType.SKILLS);
|
||||
if (!skills) return;
|
||||
|
||||
const ctx = this.ctx;
|
||||
const width = this.engine.canvas.width;
|
||||
const startX = width - 80;
|
||||
const startY = 4;
|
||||
|
||||
PixelFont.drawText(ctx, 'SKILLS', startX, startY, Palette.WHITE, 1);
|
||||
|
||||
skills.activeSkills.forEach((skillId, index) => {
|
||||
const y = startY + 10 + index * 9;
|
||||
const onCooldown = skills.isOnCooldown(skillId);
|
||||
const cooldown = skills.getCooldown(skillId);
|
||||
|
||||
const skill = SkillRegistry.get(skillId);
|
||||
let skillName = skill ? skill.name : skillId.replace('_', ' ');
|
||||
if (skillName.length > 10) skillName = skillName.substring(0, 10);
|
||||
|
||||
const color = onCooldown ? Palette.ROYAL_BLUE : Palette.CYAN;
|
||||
const text = `${index + 1} ${skillName}${onCooldown ? ` ${cooldown.toFixed(0)}` : ''}`;
|
||||
PixelFont.drawText(ctx, text, startX, y, color, 1);
|
||||
});
|
||||
}
|
||||
|
||||
drawStats(player, x, y) {
|
||||
const stats = player.getComponent(ComponentType.STATS);
|
||||
const evolution = player.getComponent(ComponentType.EVOLUTION);
|
||||
if (!stats || !evolution) return;
|
||||
|
||||
const ctx = this.ctx;
|
||||
PixelFont.drawText(ctx, 'STATISTICS', x, y, Palette.WHITE, 1);
|
||||
PixelFont.drawText(ctx, `STR ${stats.strength}`, x, y + 10, Palette.ROYAL_BLUE, 1);
|
||||
PixelFont.drawText(ctx, `AGI ${stats.agility}`, x, y + 20, Palette.ROYAL_BLUE, 1);
|
||||
PixelFont.drawText(ctx, `INT ${stats.intelligence}`, x, y + 30, Palette.ROYAL_BLUE, 1);
|
||||
PixelFont.drawText(ctx, `CON ${stats.constitution}`, x, y + 40, Palette.ROYAL_BLUE, 1);
|
||||
|
||||
PixelFont.drawText(ctx, 'EVOLUTION', x, y + 60, Palette.WHITE, 1);
|
||||
PixelFont.drawText(ctx, `HUMAN: ${Math.floor(evolution.human)}`, x, y + 70, Palette.ROYAL_BLUE, 1);
|
||||
PixelFont.drawText(ctx, `BEAST: ${Math.floor(evolution.beast)}`, x, y + 80, Palette.ROYAL_BLUE, 1);
|
||||
PixelFont.drawText(ctx, `SLIME: ${Math.floor(evolution.slime)}`, x, y + 90, Palette.ROYAL_BLUE, 1);
|
||||
}
|
||||
|
||||
drawSkillProgress(player, x, y) {
|
||||
const skillProgress = player.getComponent(ComponentType.SKILL_PROGRESS);
|
||||
if (!skillProgress) return;
|
||||
|
||||
const ctx = this.ctx;
|
||||
const progress = skillProgress.getAllProgress();
|
||||
|
||||
PixelFont.drawText(ctx, 'KNOWLEDGE', x, y, Palette.CYAN, 1);
|
||||
|
||||
if (progress.size === 0) {
|
||||
PixelFont.drawText(ctx, 'NONE YET', x, y + 10, Palette.DARK_BLUE, 1);
|
||||
return;
|
||||
}
|
||||
|
||||
let idx = 0;
|
||||
progress.forEach((count, skillId) => {
|
||||
const required = skillProgress.requiredAbsorptions;
|
||||
const skill = SkillRegistry.get(skillId);
|
||||
let name = skill ? skill.name : skillId;
|
||||
if (name.length > 10) name = name.substring(0, 10);
|
||||
|
||||
const py = y + 10 + idx * 9;
|
||||
PixelFont.drawText(ctx, `${name}: ${count}/${required}`, x, py, Palette.SKY_BLUE, 1);
|
||||
idx++;
|
||||
});
|
||||
}
|
||||
|
||||
updateDamageNumbers(deltaTime) {
|
||||
for (let i = this.damageNumbers.length - 1; i >= 0; i--) {
|
||||
const num = this.damageNumbers[i];
|
||||
num.lifetime -= deltaTime;
|
||||
num.y += num.vy * deltaTime;
|
||||
num.vy *= 0.95;
|
||||
if (num.lifetime <= 0) this.damageNumbers.splice(i, 1);
|
||||
}
|
||||
}
|
||||
|
||||
updateNotifications(deltaTime) {
|
||||
for (let i = this.notifications.length - 1; i >= 0; i--) {
|
||||
const note = this.notifications[i];
|
||||
note.lifetime -= deltaTime;
|
||||
if (note.lifetime < 0.5) note.alpha = note.lifetime * 2;
|
||||
if (note.lifetime <= 0) this.notifications.splice(i, 1);
|
||||
}
|
||||
}
|
||||
|
||||
drawDamageNumbers() {
|
||||
const ctx = this.ctx;
|
||||
this.damageNumbers.forEach(num => {
|
||||
const color = num.color.startsWith('rgba') ? num.color : Palette.WHITE;
|
||||
|
||||
PixelFont.drawText(ctx, num.value.toString(), Math.floor(num.x), Math.floor(num.y), color, 1);
|
||||
});
|
||||
}
|
||||
|
||||
hexToRgb(hex) {
|
||||
const r = parseInt(hex.slice(1, 3), 16);
|
||||
const g = parseInt(hex.slice(3, 5), 16);
|
||||
const b = parseInt(hex.slice(5, 7), 16);
|
||||
return `${r}, ${g}, ${b}`;
|
||||
}
|
||||
|
||||
drawNotifications() {
|
||||
const ctx = this.ctx;
|
||||
const width = this.engine.canvas.width;
|
||||
|
||||
this.notifications.forEach((note, index) => {
|
||||
const textWidth = PixelFont.getTextWidth(note.text, 1);
|
||||
const x = Math.floor((width - textWidth) / 2);
|
||||
const y = 40 + index * 10;
|
||||
|
||||
PixelFont.drawText(ctx, note.text, x, y, Palette.WHITE, 1);
|
||||
});
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
344
src/systems/UISystem.ts
Normal file
344
src/systems/UISystem.ts
Normal file
|
|
@ -0,0 +1,344 @@
|
|||
import { System } from '../core/System.ts';
|
||||
import { SkillRegistry } from '../skills/SkillRegistry.ts';
|
||||
import { Events, DamageDealtEvent, MutationGainedEvent } from '../core/EventBus.ts';
|
||||
import { PixelFont } from '../core/PixelFont.ts';
|
||||
import { Palette } from '../core/Palette.ts';
|
||||
import { GameState, ComponentType, SystemName } from '../core/Constants.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
import type { Engine } from '../core/Engine.ts';
|
||||
import type { Health } from '../components/Health.ts';
|
||||
import type { Stats } from '../components/Stats.ts';
|
||||
import type { Evolution } from '../components/Evolution.ts';
|
||||
import type { Skills } from '../components/Skills.ts';
|
||||
import type { SkillProgress } from '../components/SkillProgress.ts';
|
||||
import type { MenuSystem } from './MenuSystem.ts';
|
||||
import type { PlayerControllerSystem } from './PlayerControllerSystem.ts';
|
||||
|
||||
interface DamageNumber {
|
||||
x: number;
|
||||
y: number;
|
||||
value: number;
|
||||
color: string;
|
||||
lifetime: number;
|
||||
vy: number;
|
||||
}
|
||||
|
||||
interface Notification {
|
||||
text: string;
|
||||
lifetime: number;
|
||||
alpha: number;
|
||||
}
|
||||
|
||||
/**
|
||||
* System responsible for rendering all UI elements, including HUD, skill bars, notifications, and damage numbers.
|
||||
*/
|
||||
export class UISystem extends System {
|
||||
ctx: CanvasRenderingContext2D;
|
||||
damageNumbers: DamageNumber[];
|
||||
notifications: Notification[];
|
||||
|
||||
/**
|
||||
* @param engine - The game engine instance
|
||||
*/
|
||||
constructor(engine: Engine) {
|
||||
super(SystemName.UI);
|
||||
this.requiredComponents = [];
|
||||
this.priority = 200;
|
||||
this.engine = engine;
|
||||
this.ctx = engine.ctx;
|
||||
|
||||
this.damageNumbers = [];
|
||||
this.notifications = [];
|
||||
|
||||
engine.on(Events.DAMAGE_DEALT, (data: unknown) => {
|
||||
const damageData = data as DamageDealtEvent;
|
||||
this.addDamageNumber(damageData);
|
||||
});
|
||||
engine.on(Events.MUTATION_GAINED, (data: unknown) => {
|
||||
const mutationData = data as MutationGainedEvent;
|
||||
this.addNotification(`Mutation Gained: ${mutationData.name} `);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a floating damage number effect.
|
||||
* @param data - Object containing x, y, value, and optional color
|
||||
*/
|
||||
addDamageNumber(data: DamageDealtEvent): void {
|
||||
this.damageNumbers.push({
|
||||
x: data.x,
|
||||
y: data.y,
|
||||
value: Math.floor(data.value),
|
||||
color: data.color || '#ffffff',
|
||||
lifetime: 1.0,
|
||||
vy: -50,
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Add a screen notification message.
|
||||
* @param text - The message text
|
||||
*/
|
||||
addNotification(text: string): void {
|
||||
this.notifications.push({
|
||||
text,
|
||||
lifetime: 3.0,
|
||||
alpha: 1.0,
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Update UI states and execute rendering of all UI components.
|
||||
* @param deltaTime - Time elapsed since last frame in seconds
|
||||
* @param _entities - Filtered entities
|
||||
*/
|
||||
process(deltaTime: number, _entities: Entity[]): void {
|
||||
this.updateDamageNumbers(deltaTime);
|
||||
this.updateNotifications(deltaTime);
|
||||
|
||||
const menuSystem = this.engine.systems.find((s) => s.name === SystemName.MENU) as
|
||||
| MenuSystem
|
||||
| undefined;
|
||||
const gameState = menuSystem ? menuSystem.getGameState() : GameState.PLAYING;
|
||||
|
||||
if (
|
||||
gameState === GameState.START ||
|
||||
gameState === GameState.PAUSED ||
|
||||
gameState === GameState.GAME_OVER
|
||||
) {
|
||||
if (menuSystem) {
|
||||
menuSystem.drawMenu();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
const playerController = this.engine.systems.find(
|
||||
(s) => s.name === SystemName.PLAYER_CONTROLLER
|
||||
) as PlayerControllerSystem | undefined;
|
||||
const player = playerController ? playerController.getPlayerEntity() : null;
|
||||
|
||||
if (!player) return;
|
||||
|
||||
this.drawHUD(player);
|
||||
this.drawSkills(player);
|
||||
this.drawDamageNumbers();
|
||||
this.drawNotifications();
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw the main player heads-up display (health, form).
|
||||
*/
|
||||
drawHUD(player: Entity): void {
|
||||
const health = player.getComponent<Health>(ComponentType.HEALTH);
|
||||
const stats = player.getComponent<Stats>(ComponentType.STATS);
|
||||
const evolution = player.getComponent<Evolution>(ComponentType.EVOLUTION);
|
||||
|
||||
if (!health || !stats || !evolution) return;
|
||||
|
||||
const ctx = this.ctx;
|
||||
const barWidth = 64;
|
||||
const barHeight = 6;
|
||||
const barX = 4;
|
||||
const barY = 4;
|
||||
|
||||
ctx.fillStyle = Palette.DARK_BLUE;
|
||||
ctx.fillRect(barX - 1, barY - 1, barWidth + 2, barHeight + 2);
|
||||
|
||||
ctx.fillStyle = Palette.VOID;
|
||||
ctx.fillRect(barX, barY, barWidth, barHeight);
|
||||
|
||||
const healthPercent = health.hp / health.maxHp;
|
||||
ctx.fillStyle =
|
||||
healthPercent > 0.5 ? Palette.CYAN : healthPercent > 0.25 ? Palette.SKY_BLUE : Palette.WHITE;
|
||||
ctx.fillRect(barX, barY, Math.floor(barWidth * healthPercent), barHeight);
|
||||
|
||||
PixelFont.drawText(
|
||||
ctx,
|
||||
`${Math.ceil(health.hp)}/${health.maxHp}`,
|
||||
barX,
|
||||
barY + barHeight + 3,
|
||||
Palette.WHITE,
|
||||
1
|
||||
);
|
||||
|
||||
const form = evolution.getDominantForm();
|
||||
const formY = barY + barHeight + 14;
|
||||
PixelFont.drawText(ctx, form.toUpperCase(), barX, formY, Palette.SKY_BLUE, 1);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw the skill slots and their active cooldowns.
|
||||
*/
|
||||
drawSkills(player: Entity): void {
|
||||
const skills = player.getComponent<Skills>(ComponentType.SKILLS);
|
||||
if (!skills) return;
|
||||
|
||||
const ctx = this.ctx;
|
||||
const width = this.engine.canvas.width;
|
||||
const startX = width - 80;
|
||||
const startY = 4;
|
||||
|
||||
PixelFont.drawText(ctx, 'SKILLS', startX, startY, Palette.WHITE, 1);
|
||||
|
||||
skills.activeSkills.forEach((skillId, index) => {
|
||||
const y = startY + 10 + index * 9;
|
||||
const onCooldown = skills.isOnCooldown(skillId);
|
||||
const cooldown = skills.getCooldown(skillId);
|
||||
|
||||
const skill = SkillRegistry.get(skillId);
|
||||
let skillName = skill ? skill.name : skillId.replace('_', ' ');
|
||||
if (skillName.length > 10) skillName = skillName.substring(0, 10);
|
||||
|
||||
const color = onCooldown ? Palette.ROYAL_BLUE : Palette.CYAN;
|
||||
const text = `${index + 1} ${skillName}${onCooldown ? ` ${cooldown.toFixed(0)}` : ''}`;
|
||||
PixelFont.drawText(ctx, text, startX, y, color, 1);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw detailed player statistics.
|
||||
*/
|
||||
drawStats(player: Entity, x: number, y: number): void {
|
||||
const stats = player.getComponent<Stats>(ComponentType.STATS);
|
||||
const evolution = player.getComponent<Evolution>(ComponentType.EVOLUTION);
|
||||
if (!stats || !evolution) return;
|
||||
|
||||
const ctx = this.ctx;
|
||||
PixelFont.drawText(ctx, 'STATISTICS', x, y, Palette.WHITE, 1);
|
||||
PixelFont.drawText(ctx, `STR ${stats.strength}`, x, y + 10, Palette.ROYAL_BLUE, 1);
|
||||
PixelFont.drawText(ctx, `AGI ${stats.agility}`, x, y + 20, Palette.ROYAL_BLUE, 1);
|
||||
PixelFont.drawText(ctx, `INT ${stats.intelligence}`, x, y + 30, Palette.ROYAL_BLUE, 1);
|
||||
PixelFont.drawText(ctx, `CON ${stats.constitution}`, x, y + 40, Palette.ROYAL_BLUE, 1);
|
||||
|
||||
PixelFont.drawText(ctx, 'EVOLUTION', x, y + 60, Palette.WHITE, 1);
|
||||
PixelFont.drawText(
|
||||
ctx,
|
||||
`HUMAN: ${Math.floor(evolution.human)}`,
|
||||
x,
|
||||
y + 70,
|
||||
Palette.ROYAL_BLUE,
|
||||
1
|
||||
);
|
||||
PixelFont.drawText(
|
||||
ctx,
|
||||
`BEAST: ${Math.floor(evolution.beast)}`,
|
||||
x,
|
||||
y + 80,
|
||||
Palette.ROYAL_BLUE,
|
||||
1
|
||||
);
|
||||
PixelFont.drawText(
|
||||
ctx,
|
||||
`SLIME: ${Math.floor(evolution.slime)}`,
|
||||
x,
|
||||
y + 90,
|
||||
Palette.ROYAL_BLUE,
|
||||
1
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw the progress towards learning new skills from absorption.
|
||||
*/
|
||||
drawSkillProgress(player: Entity, x: number, y: number): void {
|
||||
const skillProgress = player.getComponent<SkillProgress>(ComponentType.SKILL_PROGRESS);
|
||||
if (!skillProgress) return;
|
||||
|
||||
const ctx = this.ctx;
|
||||
const progress = skillProgress.getAllProgress();
|
||||
|
||||
PixelFont.drawText(ctx, 'KNOWLEDGE', x, y, Palette.CYAN, 1);
|
||||
|
||||
if (progress.size === 0) {
|
||||
PixelFont.drawText(ctx, 'NONE YET', x, y + 10, Palette.DARK_BLUE, 1);
|
||||
return;
|
||||
}
|
||||
|
||||
let idx = 0;
|
||||
progress.forEach((count, skillId) => {
|
||||
const required = skillProgress.requiredAbsorptions;
|
||||
const skill = SkillRegistry.get(skillId);
|
||||
let name = skill ? skill.name : skillId;
|
||||
if (name.length > 10) name = name.substring(0, 10);
|
||||
|
||||
const py = y + 10 + idx * 9;
|
||||
PixelFont.drawText(ctx, `${name}: ${count}/${required}`, x, py, Palette.SKY_BLUE, 1);
|
||||
idx++;
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw the list of currently active mutations.
|
||||
*/
|
||||
drawMutations(player: Entity, x: number, y: number): void {
|
||||
const evolution = player.getComponent<Evolution>(ComponentType.EVOLUTION);
|
||||
if (!evolution) return;
|
||||
|
||||
const ctx = this.ctx;
|
||||
PixelFont.drawText(ctx, 'MUTATIONS', x, y, Palette.CYAN, 1);
|
||||
|
||||
if (evolution.mutations.size === 0) {
|
||||
PixelFont.drawText(ctx, 'NONE', x, y + 10, Palette.DARK_BLUE, 1);
|
||||
return;
|
||||
}
|
||||
|
||||
let idx = 0;
|
||||
evolution.mutations.forEach((mutation) => {
|
||||
const py = y + 10 + idx * 9;
|
||||
PixelFont.drawText(ctx, `> ${mutation.toUpperCase()}`, x, py, Palette.SKY_BLUE, 1);
|
||||
idx++;
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Update active damage numbers position and lifetimes.
|
||||
*/
|
||||
updateDamageNumbers(deltaTime: number): void {
|
||||
for (let i = this.damageNumbers.length - 1; i >= 0; i--) {
|
||||
const num = this.damageNumbers[i];
|
||||
num.lifetime -= deltaTime;
|
||||
num.y += num.vy * deltaTime;
|
||||
num.vy *= 0.95;
|
||||
if (num.lifetime <= 0) this.damageNumbers.splice(i, 1);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Update notification messages lifetimes and transparency.
|
||||
*/
|
||||
updateNotifications(deltaTime: number): void {
|
||||
for (let i = this.notifications.length - 1; i >= 0; i--) {
|
||||
const note = this.notifications[i];
|
||||
note.lifetime -= deltaTime;
|
||||
if (note.lifetime < 0.5) note.alpha = note.lifetime * 2;
|
||||
if (note.lifetime <= 0) this.notifications.splice(i, 1);
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw floating damage numbers on screen.
|
||||
*/
|
||||
drawDamageNumbers(): void {
|
||||
const ctx = this.ctx;
|
||||
this.damageNumbers.forEach((num) => {
|
||||
const color = num.color.startsWith('rgba') ? num.color : Palette.WHITE;
|
||||
PixelFont.drawText(ctx, num.value.toString(), Math.floor(num.x), Math.floor(num.y), color, 1);
|
||||
});
|
||||
}
|
||||
|
||||
/**
|
||||
* Draw active notification messages at the center of the screen.
|
||||
*/
|
||||
drawNotifications(): void {
|
||||
const ctx = this.ctx;
|
||||
const width = this.engine.canvas.width;
|
||||
|
||||
this.notifications.forEach((note, index) => {
|
||||
const textWidth = PixelFont.getTextWidth(note.text, 1);
|
||||
const x = Math.floor((width - textWidth) / 2);
|
||||
const y = 40 + index * 10;
|
||||
|
||||
PixelFont.drawText(ctx, note.text, x, y, Palette.WHITE, 1);
|
||||
});
|
||||
}
|
||||
}
|
||||
|
|
@ -1,8 +1,27 @@
|
|||
import { System } from '../core/System.js';
|
||||
import { Palette } from '../core/Palette.js';
|
||||
import { SystemName, ComponentType, VFXType } from '../core/Constants.js';
|
||||
import { System } from '../core/System.ts';
|
||||
import { Palette } from '../core/Palette.ts';
|
||||
import { SystemName, ComponentType, VFXType } from '../core/Constants.ts';
|
||||
import type { Entity } from '../core/Entity.ts';
|
||||
import type { Position } from '../components/Position.ts';
|
||||
import type { PlayerControllerSystem } from './PlayerControllerSystem.ts';
|
||||
|
||||
interface Particle {
|
||||
x: number;
|
||||
y: number;
|
||||
vx: number;
|
||||
vy: number;
|
||||
lifetime: number;
|
||||
size: number;
|
||||
color: string;
|
||||
type: VFXType;
|
||||
}
|
||||
|
||||
/**
|
||||
* System responsible for creating and updating visual effects particles.
|
||||
*/
|
||||
export class VFXSystem extends System {
|
||||
particles: Particle[];
|
||||
|
||||
constructor() {
|
||||
super(SystemName.VFX);
|
||||
this.requiredComponents = [];
|
||||
|
|
@ -10,24 +29,28 @@ export class VFXSystem extends System {
|
|||
this.particles = [];
|
||||
}
|
||||
|
||||
process(deltaTime, _entities) {
|
||||
const playerController = this.engine.systems.find(s => s.name === SystemName.PLAYER_CONTROLLER);
|
||||
/**
|
||||
* Update all active particles, applying movement, attraction, and drag.
|
||||
* @param deltaTime - Time elapsed since last frame in seconds
|
||||
* @param _entities - Filtered entities
|
||||
*/
|
||||
process(deltaTime: number, _entities: Entity[]): void {
|
||||
const playerController = this.engine.systems.find(
|
||||
(s) => s.name === SystemName.PLAYER_CONTROLLER
|
||||
) as PlayerControllerSystem | undefined;
|
||||
const player = playerController ? playerController.getPlayerEntity() : null;
|
||||
const playerPos = player ? player.getComponent(ComponentType.POSITION) : null;
|
||||
const playerPos = player ? player.getComponent<Position>(ComponentType.POSITION) : null;
|
||||
|
||||
for (let i = this.particles.length - 1; i >= 0; i--) {
|
||||
const p = this.particles[i];
|
||||
|
||||
// Update lifetime
|
||||
p.lifetime -= deltaTime;
|
||||
if (p.lifetime <= 0) {
|
||||
this.particles.splice(i, 1);
|
||||
continue;
|
||||
}
|
||||
|
||||
// Behavior logic
|
||||
if (p.type === VFXType.ABSORPTION && playerPos) {
|
||||
// Attract to player
|
||||
const dx = playerPos.x - p.x;
|
||||
const dy = playerPos.y - p.y;
|
||||
const dist = Math.sqrt(dx * dx + dy * dy);
|
||||
|
|
@ -35,32 +58,34 @@ export class VFXSystem extends System {
|
|||
if (dist > 5) {
|
||||
p.vx += (dx / dist) * 800 * deltaTime;
|
||||
p.vy += (dy / dist) * 800 * deltaTime;
|
||||
// Add some drag to make it smooth
|
||||
p.vx *= 0.95;
|
||||
p.vy *= 0.95;
|
||||
} else {
|
||||
// Arrived
|
||||
this.particles.splice(i, 1);
|
||||
continue;
|
||||
}
|
||||
} else {
|
||||
// Basic drag for impact particles
|
||||
p.vx *= 0.9;
|
||||
p.vy *= 0.9;
|
||||
}
|
||||
|
||||
// Update position
|
||||
p.x += p.vx * deltaTime;
|
||||
p.y += p.vy * deltaTime;
|
||||
}
|
||||
}
|
||||
|
||||
createImpact(x, y, color = Palette.WHITE, angle = null) {
|
||||
/**
|
||||
* Create an impact particle explosion at a specific location.
|
||||
* @param x - Horizontal coordinate
|
||||
* @param y - Vertical coordinate
|
||||
* @param color - The color of particles
|
||||
* @param angle - The direction of the impact splash
|
||||
*/
|
||||
createImpact(x: number, y: number, color = Palette.WHITE, angle: number | null = null): void {
|
||||
const count = 8;
|
||||
for (let i = 0; i < count; i++) {
|
||||
let vx, vy;
|
||||
let vx: number, vy: number;
|
||||
if (angle !== null) {
|
||||
// Splash in the direction of hit + some spread
|
||||
const spread = (Math.random() - 0.5) * 2;
|
||||
const speed = 50 + Math.random() * 150;
|
||||
vx = Math.cos(angle + spread) * speed;
|
||||
|
|
@ -78,14 +103,19 @@ export class VFXSystem extends System {
|
|||
lifetime: 0.2 + Math.random() * 0.3,
|
||||
size: 1 + Math.random() * 2,
|
||||
color: color,
|
||||
type: VFXType.IMPACT
|
||||
type: VFXType.IMPACT,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
createAbsorption(x, y, color = Palette.CYAN) {
|
||||
/**
|
||||
* Create absorption particles that fly towards the player.
|
||||
* @param x - Starting horizontal coordinate
|
||||
* @param y - Starting vertical coordinate
|
||||
* @param color - The color of particles
|
||||
*/
|
||||
createAbsorption(x: number, y: number, color = Palette.CYAN): void {
|
||||
for (let i = 0; i < 12; i++) {
|
||||
// Start with a small explosion then attract
|
||||
this.particles.push({
|
||||
x,
|
||||
y,
|
||||
|
|
@ -94,12 +124,16 @@ export class VFXSystem extends System {
|
|||
lifetime: 1.5,
|
||||
size: 2,
|
||||
color: color,
|
||||
type: VFXType.ABSORPTION
|
||||
type: VFXType.ABSORPTION,
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
getParticles() {
|
||||
/**
|
||||
* Get all currently active particles.
|
||||
* @returns Array of particle data objects
|
||||
*/
|
||||
getParticles(): Particle[] {
|
||||
return this.particles;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue