216 lines
5.9 KiB
JavaScript
216 lines
5.9 KiB
JavaScript
// server/static/map.js
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export class MapView {
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constructor(scene) {
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this.scene = scene;
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// Tile config: adjust tileSize here if you want bigger/smaller tiles.
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this.tileSize = 32;
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this.config = {
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width: 16000, // will be overridden by world.width from server
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height: 12000, // "
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zoom: 1.2,
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moveSpeed: 200
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};
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this.target = null;
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this.nodes = [];
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this.nodeSprites = new Map();
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this.otherSprites = new Map(); // socket.id -> { img,label }
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}
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getPlayerPosition() {
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if (!this.player) return { x: 0, y: 0 };
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return { x: this.player.x, Y: this.player.y};
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}
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create(me, world, nodes) {
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const W = world?.width || this.config.width;
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const H = world?.height || this.config.height;
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this.config.width = W;
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this.config.height = H;
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// Draw tiled background/grid using a Graphics object
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const g = this.scene.add.graphics();
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const bgColor = 0x020617; // dark background
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const gridColor = 0x111827; // grid line color
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const gridAlpha = 0.4;
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// Fill background
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g.fillStyle(bgColor, 1);
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g.fillRect(0, 0, W, H);
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// Grid lines
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g.lineStyle(1, gridColor, gridAlpha);
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for (let x = 0; x <= W; x += this.tileSize) {
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g.beginPath();
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g.moveTo(x, 0);
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g.lineTo(x, H);
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g.strokePath();
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}
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for (let y = 0; y <= H; y += this.tileSize) {
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g.beginPath();
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g.moveTo(0, y);
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g.lineTo(W, y);
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g.strokePath();
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}
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g.setDepth(-100); // stay behind everything
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// Player sprite
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const startPos = this.snapToTile(me.x, me.y);
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this.player = this.scene.add.image(startPos.x, startPos.y, 'player').setDepth(10);
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this.nameText = this.scene
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.add.text(startPos.x, startPos.y - 22, me.username || me.name || 'You', {
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fontSize: '12px',
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color: '#e5e7eb'
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})
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.setOrigin(0.5);
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// Camera follow & bounds
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const cam = this.scene.cameras.main;
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cam.setBounds(0, 0, W, H);
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cam.startFollow(this.player, true, 0.15, 0.15);
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cam.setZoom(this.config.zoom);
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// Initialize nodes
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this.replaceNodes(nodes || []);
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}
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// Snap any x,y world coordinate to the center of the containing tile
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snapToTile(x, y) {
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const size = this.tileSize;
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let tx = Math.floor(x / size);
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let ty = Math.floor(y / size);
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// clamp to world bounds in tiles
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const maxTx = Math.floor((this.config.width - 1) / size);
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const maxTy = Math.floor((this.config.height - 1) / size);
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tx = Math.max(0, Math.min(maxTx, tx));
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ty = Math.max(0, Math.min(maxTy, ty));
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return {
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x: tx * size + size / 2,
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y: ty * size + size / 2
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};
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}
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setTarget(x, y) {
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// When clicking, snap the target to a tile center
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this.target = this.snapToTile(x, y);
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}
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setZoom(z) {
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this.config.zoom = z;
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this.scene.cameras.main.setZoom(z);
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}
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replaceNodes(list) {
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// Clear old sprites
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for (const sprite of this.nodeSprites.values()) {
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sprite.destroy();
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}
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this.nodeSprites.clear();
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this.nodes = list.slice();
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// Recreate sprites, snapping them to tiles visually (without changing server state)
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for (const n of this.nodes) {
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const snapped = this.snapToTile(n.x, n.y);
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const key = this.getTextureKeyForNode(n.type);
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const spr = this.scene.add.image(snapped.x, snapped.y, key).setDepth(1);
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spr.setAlpha(n.alive ? 1 : 0.2);
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this.nodeSprites.set(n.id, spr);
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// Also update stored coords so distance checks use snapped positions
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n.x = snapped.x;
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n.y = snapped.y;
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}
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}
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updateNode(u) {
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const n = this.nodes.find(n => n.id === u.id);
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if (n) n.alive = u.alive;
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const spr = this.nodeSprites.get(u.id);
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if (spr) spr.setAlpha(u.alive ? 1 : 0.2);
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}
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getTextureKeyForNode(type) {
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if (type === 'wood') return 'wood';
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if (type === 'stone') return 'stone';
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if (type === 'ore') return 'ore';
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if (type === 'fiber') return 'fiber';
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return 'wood';
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}
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getClosestNodeIdInRange(range) {
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if (!this.player) return null;
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let bestId = null;
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let bestDist = Infinity;
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for (const n of this.nodes) {
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if (!n.alive) continue;
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const d = Phaser.Math.Distance.Between(
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this.player.x,
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this.player.y,
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n.x,
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n.y
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);
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if (d <= range && d < bestDist) {
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bestDist = d;
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bestId = n.id;
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}
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}
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return bestId;
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}
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updateOtherPlayers(players) {
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const seen = new Set();
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for (const p of players) {
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seen.add(p.id);
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const snapped = this.snapToTile(p.x, p.y);
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if (!this.otherSprites.has(p.id)) {
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const img = this.scene.add.image(snapped.x, snapped.y, 'other').setDepth(5);
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const label = this.scene
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.add.text(snapped.x, snapped.y - 22, p.name || 'Player', {
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fontSize: '12px',
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color: '#9ca3af'
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})
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.setOrigin(0.5);
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this.otherSprites.set(p.id, { img, label });
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} else {
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const rec = this.otherSprites.get(p.id);
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rec.img.setPosition(snapped.x, snapped.y);
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rec.label.setPosition(snapped.x, snapped.y - 22);
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}
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}
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// Remove any that disappeared
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for (const [id, rec] of this.otherSprites) {
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if (!seen.has(id)) {
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rec.img.destroy();
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rec.label.destroy();
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this.otherSprites.delete(id);
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}
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}
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}
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update(delta) {
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if (!this.target || !this.player) return;
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const dt = delta / 1000;
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const dx = this.target.x - this.player.x;
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const dy = this.target.y - this.player.y;
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const dist = Math.hypot(dx, dy);
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const step = this.config.moveSpeed * dt;
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if (dist <= step) {
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this.player.setPosition(this.target.x, this.target.y);
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this.nameText.setPosition(this.player.x, this.player.y - 22);
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this.target = null;
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} else {
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this.player.setPosition(
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this.player.x + (dx / dist) * step,
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this.player.y + (dy / dist) * step
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);
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this.nameText.setPosition(this.player.x, this.player.y - 22);
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}
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}
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}
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