feat: Add block breaking, HUD, and inventory system for player

This commit is contained in:
Kacper Kostka (aider) 2025-04-05 19:08:28 +02:00
parent 755be2f5a4
commit d765defa9d
5 changed files with 365 additions and 1 deletions

View File

@ -25,6 +25,26 @@ class Player extends Entity {
this.lastDirection = 1; // Track last direction to prevent unnecessary flipping
this.isClimbing = false; // Track climbing state
// Player stats
this.maxHealth = 100;
this.health = 100;
this.breakingPower = 1;
this.breakingRange = 3;
this.isBreaking = false;
this.breakingCooldown = 0;
this.breakingCooldownMax = 10;
// Inventory
this.inventory = {
sand: 0,
water: 0,
dirt: 0,
stone: 0,
wood: 0,
grass: 0,
seed: 0
};
// Animation properties
this.frameWidth = 32;
this.frameHeight = 30;
@ -87,12 +107,26 @@ class Player extends Entity {
this.x = newX;
this.y = newY;
// Update breaking cooldown
if (this.breakingCooldown > 0) {
this.breakingCooldown--;
}
// Handle breaking action
if (this.isBreaking && this.breakingCooldown <= 0) {
this.breakBlock();
this.breakingCooldown = this.breakingCooldownMax;
}
// Update animation
this.updateAnimation(deltaTime);
// Center camera on player
this.centerCamera();
// Update HUD
this.updateHUD();
return true;
}
@ -209,6 +243,224 @@ class Player extends Entity {
}
}
startBreaking() {
this.isBreaking = true;
}
stopBreaking() {
this.isBreaking = false;
}
breakBlock() {
// Calculate the position in front of the player
const halfWidth = this.width / 2;
const breakX = Math.floor(this.x + (this.direction * this.breakingRange));
const breakY = Math.floor(this.y);
// Get the block type at that position
const blockType = getPixel(breakX, breakY);
// Only break non-empty blocks that aren't special entities
if (blockType !== EMPTY &&
blockType !== WATER &&
blockType !== FIRE &&
blockType !== SQUARE &&
blockType !== CIRCLE &&
blockType !== TRIANGLE) {
// Add to inventory based on block type
this.addToInventory(blockType);
// Replace with empty space
setPixel(breakX, breakY, EMPTY);
// Create a breaking effect (particles)
this.createBreakingEffect(breakX, breakY, blockType);
}
}
addToInventory(blockType) {
// Map block type to inventory item
switch(blockType) {
case SAND:
this.inventory.sand++;
break;
case DIRT:
this.inventory.dirt++;
break;
case STONE:
this.inventory.stone++;
break;
case GRASS:
this.inventory.grass++;
break;
case WOOD:
this.inventory.wood++;
break;
case SEED:
case TREE_SEED:
this.inventory.seed++;
break;
}
}
createBreakingEffect(x, y, blockType) {
// Create a simple particle effect at the breaking location
// This could be expanded with a proper particle system
const numParticles = 5;
// For now, we'll just create a visual feedback by setting nearby pixels
// to a different color briefly, then clearing them
for (let dy = -1; dy <= 1; dy++) {
for (let dx = -1; dx <= 1; dx++) {
if (dx === 0 && dy === 0) continue;
// Skip if the pixel is not empty
if (getPixel(x + dx, y + dy) !== EMPTY) continue;
// Set a temporary pixel
setPixel(x + dx, y + dy, EMPTY);
// Mark the chunk as dirty for rendering
const { chunkX, chunkY } = getChunkCoordinates(x + dx, y + dy);
const key = getChunkKey(chunkX, chunkY);
dirtyChunks.add(key);
}
}
}
updateHUD() {
// Get or create the HUD container
let hudContainer = document.getElementById('player-hud');
if (!hudContainer) {
hudContainer = document.createElement('div');
hudContainer.id = 'player-hud';
hudContainer.style.position = 'fixed';
hudContainer.style.bottom = '10px';
hudContainer.style.left = '10px';
hudContainer.style.width = '300px';
hudContainer.style.backgroundColor = 'rgba(0, 0, 0, 0.7)';
hudContainer.style.color = 'white';
hudContainer.style.padding = '10px';
hudContainer.style.borderRadius = '5px';
hudContainer.style.fontFamily = 'Arial, sans-serif';
hudContainer.style.zIndex = '1000';
document.body.appendChild(hudContainer);
// Create health bar container
const healthBarContainer = document.createElement('div');
healthBarContainer.id = 'health-bar-container';
healthBarContainer.style.width = '100%';
healthBarContainer.style.height = '20px';
healthBarContainer.style.backgroundColor = 'rgba(255, 255, 255, 0.3)';
healthBarContainer.style.marginBottom = '10px';
healthBarContainer.style.borderRadius = '3px';
// Create health bar
const healthBar = document.createElement('div');
healthBar.id = 'health-bar';
healthBar.style.width = '100%';
healthBar.style.height = '100%';
healthBar.style.backgroundColor = '#4CAF50';
healthBar.style.borderRadius = '3px';
healthBar.style.transition = 'width 0.3s';
healthBarContainer.appendChild(healthBar);
hudContainer.appendChild(healthBarContainer);
// Create inventory container
const inventoryContainer = document.createElement('div');
inventoryContainer.id = 'inventory-container';
inventoryContainer.style.display = 'grid';
inventoryContainer.style.gridTemplateColumns = 'repeat(7, 1fr)';
inventoryContainer.style.gap = '5px';
// Create inventory slots
const inventoryItems = ['sand', 'dirt', 'stone', 'grass', 'wood', 'water', 'seed'];
inventoryItems.forEach(item => {
const slot = document.createElement('div');
slot.id = `inventory-${item}`;
slot.className = 'inventory-slot';
slot.style.width = '30px';
slot.style.height = '30px';
slot.style.backgroundColor = 'rgba(255, 255, 255, 0.2)';
slot.style.borderRadius = '3px';
slot.style.display = 'flex';
slot.style.flexDirection = 'column';
slot.style.alignItems = 'center';
slot.style.justifyContent = 'center';
slot.style.fontSize = '10px';
slot.style.position = 'relative';
// Create item icon
const icon = document.createElement('div');
icon.style.width = '20px';
icon.style.height = '20px';
icon.style.borderRadius = '3px';
// Set color based on item type
switch(item) {
case 'sand': icon.style.backgroundColor = '#e6c588'; break;
case 'dirt': icon.style.backgroundColor = '#8B4513'; break;
case 'stone': icon.style.backgroundColor = '#A9A9A9'; break;
case 'grass': icon.style.backgroundColor = '#7CFC00'; break;
case 'wood': icon.style.backgroundColor = '#8B5A2B'; break;
case 'water': icon.style.backgroundColor = '#4a80f5'; break;
case 'seed': icon.style.backgroundColor = '#654321'; break;
}
// Create count label
const count = document.createElement('div');
count.id = `${item}-count`;
count.style.position = 'absolute';
count.style.bottom = '2px';
count.style.right = '2px';
count.style.fontSize = '8px';
count.style.fontWeight = 'bold';
count.textContent = '0';
slot.appendChild(icon);
slot.appendChild(count);
inventoryContainer.appendChild(slot);
});
hudContainer.appendChild(inventoryContainer);
// Create controls help text
const controlsHelp = document.createElement('div');
controlsHelp.style.marginTop = '10px';
controlsHelp.style.fontSize = '10px';
controlsHelp.style.color = '#aaa';
controlsHelp.innerHTML = 'Controls: A/D - Move, W/Space - Jump, E - Break blocks';
hudContainer.appendChild(controlsHelp);
}
// Update health bar
const healthBar = document.getElementById('health-bar');
if (healthBar) {
const healthPercent = (this.health / this.maxHealth) * 100;
healthBar.style.width = `${healthPercent}%`;
// Change color based on health
if (healthPercent > 60) {
healthBar.style.backgroundColor = '#4CAF50'; // Green
} else if (healthPercent > 30) {
healthBar.style.backgroundColor = '#FFC107'; // Yellow
} else {
healthBar.style.backgroundColor = '#F44336'; // Red
}
}
// Update inventory counts
for (const [item, count] of Object.entries(this.inventory)) {
const countElement = document.getElementById(`${item}-count`);
if (countElement) {
countElement.textContent = count;
}
}
}
// Try to climb up a small step
tryClimbing(newX, newY) {
const halfWidth = this.width / 2;

View File

@ -18,14 +18,24 @@ window.addEventListener('keydown', (e) => {
e.preventDefault();
}
// Start breaking blocks with E key
if (e.code === 'KeyE' && player) {
player.startBreaking();
}
// Prevent default behavior for game control keys
if (['KeyW', 'KeyA', 'KeyS', 'KeyD', 'Space'].includes(e.code)) {
if (['KeyW', 'KeyA', 'KeyS', 'KeyD', 'Space', 'KeyE'].includes(e.code)) {
e.preventDefault();
}
});
window.addEventListener('keyup', (e) => {
keyState[e.code] = false;
// Stop breaking blocks when E key is released
if (e.code === 'KeyE' && player) {
player.stopBreaking();
}
});
function updatePlayerMovement() {

View File

@ -115,6 +115,22 @@ function spawnPlayer() {
// Remove the event listener for the spawn button to prevent multiple spawns
document.getElementById('spawn-player-btn').removeEventListener('click', spawnPlayer);
// Create CSS for player HUD
const style = document.createElement('style');
style.textContent = `
#player-hud {
transition: opacity 0.3s;
}
.inventory-slot {
transition: transform 0.1s;
}
.inventory-slot:hover {
transform: scale(1.1);
background-color: rgba(255, 255, 255, 0.3) !important;
}
`;
document.head.appendChild(style);
}
function simulationLoop(timestamp) {

View File

@ -86,6 +86,11 @@ function render() {
renderEntities(ctx, worldOffsetX, worldOffsetY);
}
// Render breaking range indicator if player is breaking
if (player && player.isBreaking) {
renderBreakingIndicator(ctx, worldOffsetX, worldOffsetY);
}
// Draw cursor position and update debug info
if (currentMouseX !== undefined && currentMouseY !== undefined) {
const worldX = Math.floor(currentMouseX / PIXEL_SIZE) + worldOffsetX;
@ -168,6 +173,33 @@ function displayDebugInfo() {
ctx.restore();
}
// Render breaking indicator for player
function renderBreakingIndicator(ctx, offsetX, offsetY) {
// Calculate position in front of player
const breakX = Math.floor(player.x + (player.direction * player.breakingRange));
const breakY = Math.floor(player.y);
// Convert to screen coordinates
const screenX = (breakX - offsetX) * PIXEL_SIZE;
const screenY = (breakY - offsetY) * PIXEL_SIZE;
// Draw breaking indicator
ctx.strokeStyle = '#ff0000';
ctx.lineWidth = 2;
ctx.strokeRect(
screenX - PIXEL_SIZE/2,
screenY - PIXEL_SIZE/2,
PIXEL_SIZE,
PIXEL_SIZE
);
// Draw line from player to breaking point
ctx.beginPath();
ctx.moveTo((player.x - offsetX) * PIXEL_SIZE, (player.y - offsetY) * PIXEL_SIZE);
ctx.lineTo(screenX, screenY);
ctx.stroke();
}
// Render a chunk to an offscreen canvas and cache it
function renderChunkToCache(chunkX, chunkY, key) {
const chunk = chunks.get(key);

View File

@ -75,3 +75,57 @@ body {
background-color: #000;
cursor: crosshair;
}
#player-hud {
position: fixed;
bottom: 10px;
left: 10px;
width: 300px;
background-color: rgba(0, 0, 0, 0.7);
color: white;
padding: 10px;
border-radius: 5px;
font-family: Arial, sans-serif;
z-index: 1000;
}
#health-bar-container {
width: 100%;
height: 20px;
background-color: rgba(255, 255, 255, 0.3);
margin-bottom: 10px;
border-radius: 3px;
}
#health-bar {
width: 100%;
height: 100%;
background-color: #4CAF50;
border-radius: 3px;
transition: width 0.3s;
}
#inventory-container {
display: grid;
grid-template-columns: repeat(7, 1fr);
gap: 5px;
}
.inventory-slot {
width: 30px;
height: 30px;
background-color: rgba(255, 255, 255, 0.2);
border-radius: 3px;
display: flex;
flex-direction: column;
align-items: center;
justify-content: center;
font-size: 10px;
position: relative;
transition: transform 0.1s;
}
.inventory-slot:hover {
transform: scale(1.1);
background-color: rgba(255, 255, 255, 0.3);
}