feat: projectile system for throwing elements (Phase 4.5)
F key launches first inventory item toward mouse cursor as projectile. Projectiles travel at 350px/s, expire after 2s, destroyed on hitting non-walkable tiles. Color matches element's periodic table color. 13 new tests (198 total). Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
@@ -45,3 +45,8 @@ export const Resource = {
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quantity: [] as number[], // remaining items to collect
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interactRange: [] as number[], // max interaction distance in pixels
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};
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/** Thrown element/compound projectile */
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export const Projectile = {
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lifetime: [] as number[], // remaining lifetime in ms (removed at 0)
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};
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141
src/player/projectile.ts
Normal file
141
src/player/projectile.ts
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@@ -0,0 +1,141 @@
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/**
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* Projectile System — Throw Elements & Compounds
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*
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* Player launches projectiles toward mouse cursor.
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* Projectiles travel in a straight line, expire after a lifetime,
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* and are destroyed on hitting non-walkable tiles.
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*/
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import { addEntity, addComponent, query } from 'bitecs';
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import type { World } from '../ecs/world';
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import { Position, Velocity, SpriteRef, Projectile } from '../ecs/components';
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import { removeGameEntity } from '../ecs/factory';
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import { isTileWalkable } from './collision';
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import { ElementRegistry } from '../chemistry/elements';
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import { CompoundRegistry } from '../chemistry/compounds';
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import type { TileGrid } from '../world/types';
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/** Extra data for a projectile entity (string data) */
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export interface ProjectileData {
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itemId: string; // element symbol or compound id
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}
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// === Constants ===
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/** Projectile flight speed in pixels per second */
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export const PROJECTILE_SPEED = 350;
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/** Projectile lifetime in milliseconds */
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export const PROJECTILE_LIFETIME = 2000;
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/** Projectile visual radius */
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export const PROJECTILE_RADIUS = 5;
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// === Direction ===
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/**
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* Calculate normalized direction from source to target.
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* Returns (1, 0) if source == target (default: right).
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*/
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export function calculateDirection(
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fromX: number, fromY: number,
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toX: number, toY: number,
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): { dx: number; dy: number } {
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const dx = toX - fromX;
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const dy = toY - fromY;
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const len = Math.sqrt(dx * dx + dy * dy);
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if (len < 0.001) {
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return { dx: 1, dy: 0 }; // default direction
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}
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return { dx: dx / len, dy: dy / len };
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}
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// === Launch ===
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/**
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* Get the display color for a chemical item.
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* Uses element color from registry, or compound color, or default white.
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*/
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function getItemColor(itemId: string): number {
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const el = ElementRegistry.getBySymbol(itemId);
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if (el) return parseInt(el.color.replace('#', ''), 16);
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const comp = CompoundRegistry.getById(itemId);
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if (comp) return parseInt(comp.color.replace('#', ''), 16);
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return 0xffffff;
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}
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/**
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* Create a projectile entity flying from (fromX, fromY) toward (toX, toY).
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* @returns entity ID
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*/
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export function launchProjectile(
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world: World,
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projData: Map<number, ProjectileData>,
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fromX: number,
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fromY: number,
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toX: number,
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toY: number,
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itemId: string,
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): number {
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const dir = calculateDirection(fromX, fromY, toX, toY);
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const eid = addEntity(world);
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addComponent(world, eid, Position);
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addComponent(world, eid, Velocity);
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addComponent(world, eid, SpriteRef);
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addComponent(world, eid, Projectile);
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Position.x[eid] = fromX;
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Position.y[eid] = fromY;
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Velocity.vx[eid] = dir.dx * PROJECTILE_SPEED;
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Velocity.vy[eid] = dir.dy * PROJECTILE_SPEED;
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SpriteRef.color[eid] = getItemColor(itemId);
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SpriteRef.radius[eid] = PROJECTILE_RADIUS;
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Projectile.lifetime[eid] = PROJECTILE_LIFETIME;
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projData.set(eid, { itemId });
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return eid;
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}
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// === System ===
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/**
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* Update projectiles: decrement lifetime, remove expired/collided.
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* Runs AFTER movementSystem (projectiles moved by generic movement).
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*/
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export function projectileSystem(
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world: World,
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deltaMs: number,
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grid: TileGrid,
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tileSize: number,
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walkable: Set<number>,
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projData: Map<number, ProjectileData>,
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): void {
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const toRemove: number[] = [];
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for (const eid of query(world, [Position, Projectile])) {
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// Decrement lifetime
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Projectile.lifetime[eid] -= deltaMs;
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// Check expiry
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if (Projectile.lifetime[eid] <= 0) {
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toRemove.push(eid);
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continue;
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}
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// Check tile collision (point check at projectile center)
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if (!isTileWalkable(Position.x[eid], Position.y[eid], grid, tileSize, walkable)) {
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toRemove.push(eid);
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}
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}
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for (const eid of toRemove) {
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removeGameEntity(world, eid);
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projData.delete(eid);
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}
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}
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@@ -18,6 +18,11 @@ import { createPlayerEntity } from '../player/factory';
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import { Inventory } from '../player/inventory';
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import { interactionSystem, type ResourceInfo } from '../player/interaction';
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import { spawnResources } from '../world/resources';
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import {
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launchProjectile,
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projectileSystem,
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type ProjectileData,
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} from '../player/projectile';
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import type { InputState } from '../player/types';
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export class GameScene extends Phaser.Scene {
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@@ -34,18 +39,21 @@ export class GameScene extends Phaser.Scene {
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private worldGrid!: number[][];
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private tileSize!: number;
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private resourceData!: Map<number, ResourceInfo>;
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private projectileData!: Map<number, ProjectileData>;
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private keys!: {
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W: Phaser.Input.Keyboard.Key;
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A: Phaser.Input.Keyboard.Key;
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S: Phaser.Input.Keyboard.Key;
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D: Phaser.Input.Keyboard.Key;
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E: Phaser.Input.Keyboard.Key;
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F: Phaser.Input.Keyboard.Key;
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};
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// Interaction feedback
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private interactionText!: Phaser.GameObjects.Text;
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private interactionTimer = 0;
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private wasEDown = false;
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private wasFDown = false;
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constructor() {
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super({ key: 'GameScene' });
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@@ -55,6 +63,7 @@ export class GameScene extends Phaser.Scene {
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// 1. Initialize ECS
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this.gameWorld = createGameWorld();
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this.bridge = new PhaserBridge(this);
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this.projectileData = new Map();
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// 2. Generate world
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const biome = biomeDataArray[0] as BiomeData;
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@@ -103,6 +112,7 @@ export class GameScene extends Phaser.Scene {
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S: keyboard.addKey('S'),
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D: keyboard.addKey('D'),
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E: keyboard.addKey('E'),
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F: keyboard.addKey('F'),
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};
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// 9. Minimap
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@@ -149,7 +159,7 @@ export class GameScene extends Phaser.Scene {
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// 3. Player input → velocity
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playerInputSystem(this.gameWorld.world, input);
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// 4. Movement (all entities)
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// 4. Movement (all entities including projectiles)
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movementSystem(this.gameWorld.world, delta);
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// 5. Tile collision (player only)
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@@ -161,7 +171,17 @@ export class GameScene extends Phaser.Scene {
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this.walkableSet,
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);
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// 6. Resource interaction (E key, debounced — manual edge detection)
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// 6. Projectile system (lifetime + tile collision)
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projectileSystem(
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this.gameWorld.world,
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delta,
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this.worldGrid,
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this.tileSize,
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this.walkableSet,
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this.projectileData,
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);
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// 7. Resource interaction (E key, debounced)
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const isEDown = this.keys.E.isDown;
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const justPressedE = isEDown && !this.wasEDown;
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this.wasEDown = isEDown;
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@@ -172,19 +192,27 @@ export class GameScene extends Phaser.Scene {
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this.showInteractionFeedback(interaction.type, interaction.itemId);
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}
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// 7. Health / death
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// 8. Throw projectile (F key, debounced)
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const isFDown = this.keys.F.isDown;
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const justPressedF = isFDown && !this.wasFDown;
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this.wasFDown = isFDown;
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if (justPressedF) {
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this.tryLaunchProjectile();
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}
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// 9. Health / death
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const dead = healthSystem(this.gameWorld.world);
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for (const eid of dead) {
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removeGameEntity(this.gameWorld.world, eid);
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}
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// 8. Render sync
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// 10. Render sync
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this.bridge.sync(this.gameWorld.world);
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// 9. Minimap viewport
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// 11. Minimap viewport
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this.minimap.update(this.cameras.main);
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// 10. Fade interaction text
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// 12. Fade interaction text
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if (this.interactionTimer > 0) {
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this.interactionTimer -= delta;
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if (this.interactionTimer <= 0) {
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@@ -192,22 +220,53 @@ export class GameScene extends Phaser.Scene {
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}
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}
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// 11. Stats
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// 13. Stats
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const fps = delta > 0 ? Math.round(1000 / delta) : 0;
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const px = Math.round(Position.x[this.playerEid]);
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const py = Math.round(Position.y[this.playerEid]);
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const invWeight = Math.round(this.inventory.getTotalWeight());
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const invSlots = this.inventory.slotCount;
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this.statsText.setText(
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`seed: ${this.worldSeed} | ${fps} fps | pos: ${px},${py} | inv: ${invSlots} items, ${invWeight} AMU | WASD/E/scroll`,
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`seed: ${this.worldSeed} | ${fps} fps | pos: ${px},${py} | inv: ${invSlots} items, ${invWeight} AMU | WASD/E/F/scroll`,
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);
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}
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/** Try to launch a projectile from the first inventory item toward mouse */
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private tryLaunchProjectile(): void {
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const items = this.inventory.getItems();
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if (items.length === 0) {
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this.showInteractionFeedback('nothing_nearby');
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return;
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}
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// Use first item in inventory (quick slots will replace this in 4.6)
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const item = items[0];
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const removed = this.inventory.removeItem(item.id, 1);
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if (removed === 0) return;
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// Get mouse world position for direction
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const pointer = this.input.activePointer;
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const worldPoint = this.cameras.main.getWorldPoint(pointer.x, pointer.y);
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const px = Position.x[this.playerEid];
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const py = Position.y[this.playerEid];
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launchProjectile(
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this.gameWorld.world,
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this.projectileData,
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px, py,
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worldPoint.x, worldPoint.y,
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item.id,
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);
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this.showInteractionFeedback('collected', `Threw ${item.id}`);
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}
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private showInteractionFeedback(type: string, itemId?: string): void {
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let msg = '';
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switch (type) {
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case 'collected':
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msg = `+1 ${itemId ?? ''}`;
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msg = itemId?.startsWith('Threw') ? itemId : `+1 ${itemId ?? ''}`;
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break;
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case 'depleted':
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msg = `+1 ${itemId ?? ''} (depleted)`;
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@@ -216,11 +275,11 @@ export class GameScene extends Phaser.Scene {
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msg = `Inventory full! Can't pick up ${itemId ?? ''}`;
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break;
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case 'nothing_nearby':
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msg = 'Nothing to interact with nearby';
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msg = 'Nothing to throw / interact with';
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break;
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}
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this.interactionText.setText(msg);
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this.interactionText.setAlpha(1);
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this.interactionTimer = 1500; // fade after 1.5s
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this.interactionTimer = 1500;
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}
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}
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188
tests/projectile.test.ts
Normal file
188
tests/projectile.test.ts
Normal file
@@ -0,0 +1,188 @@
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/**
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* Projectile System Tests — Phase 4.5
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*
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* Tests: projectile creation, direction calculation,
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* lifetime expiry, tile collision removal.
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*/
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import { describe, it, expect } from 'vitest';
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import { createWorld, addEntity, addComponent, query } from 'bitecs';
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import { Position, Velocity, Projectile, SpriteRef } from '../src/ecs/components';
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import {
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launchProjectile,
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projectileSystem,
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calculateDirection,
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type ProjectileData,
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PROJECTILE_SPEED,
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PROJECTILE_LIFETIME,
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} from '../src/player/projectile';
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// === Direction Calculation ===
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describe('calculateDirection', () => {
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it('normalizes direction vector', () => {
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const d = calculateDirection(0, 0, 100, 0);
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expect(d.dx).toBeCloseTo(1);
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expect(d.dy).toBeCloseTo(0);
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});
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it('handles diagonal direction', () => {
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const d = calculateDirection(0, 0, 100, 100);
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const mag = Math.sqrt(d.dx * d.dx + d.dy * d.dy);
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expect(mag).toBeCloseTo(1);
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});
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it('handles negative direction', () => {
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const d = calculateDirection(100, 100, 0, 0);
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expect(d.dx).toBeCloseTo(-1 / Math.SQRT2);
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expect(d.dy).toBeCloseTo(-1 / Math.SQRT2);
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});
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it('returns zero for same position', () => {
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const d = calculateDirection(50, 50, 50, 50);
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expect(d.dx).toBe(1); // default to right
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expect(d.dy).toBe(0);
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});
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});
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// === Launch Projectile ===
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describe('launchProjectile', () => {
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it('creates entity at source position', () => {
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const world = createWorld();
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const projData = new Map<number, ProjectileData>();
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const eid = launchProjectile(world, projData, 100, 200, 200, 200, 'Na');
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expect(Position.x[eid]).toBe(100);
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expect(Position.y[eid]).toBe(200);
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});
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it('sets velocity toward target', () => {
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const world = createWorld();
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const projData = new Map<number, ProjectileData>();
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const eid = launchProjectile(world, projData, 0, 0, 100, 0, 'Na');
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expect(Velocity.vx[eid]).toBeCloseTo(PROJECTILE_SPEED);
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expect(Velocity.vy[eid]).toBeCloseTo(0);
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});
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it('stores chemical data', () => {
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const world = createWorld();
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const projData = new Map<number, ProjectileData>();
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const eid = launchProjectile(world, projData, 0, 0, 100, 0, 'Na');
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expect(projData.get(eid)).toBeDefined();
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expect(projData.get(eid)!.itemId).toBe('Na');
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});
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it('sets lifetime', () => {
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const world = createWorld();
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const projData = new Map<number, ProjectileData>();
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const eid = launchProjectile(world, projData, 0, 0, 100, 0, 'Na');
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expect(Projectile.lifetime[eid]).toBe(PROJECTILE_LIFETIME);
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});
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it('sets sprite with element color', () => {
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const world = createWorld();
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const projData = new Map<number, ProjectileData>();
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const eid = launchProjectile(world, projData, 0, 0, 100, 0, 'Na');
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expect(SpriteRef.radius[eid]).toBeGreaterThan(0);
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expect(SpriteRef.color[eid]).toBeDefined();
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});
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});
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// === Projectile System ===
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describe('projectileSystem', () => {
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it('decrements lifetime', () => {
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const world = createWorld();
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const eid = addEntity(world);
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addComponent(world, eid, Position);
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addComponent(world, eid, Velocity);
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addComponent(world, eid, Projectile);
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Position.x[eid] = 48;
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Position.y[eid] = 48;
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Velocity.vx[eid] = 100;
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Velocity.vy[eid] = 0;
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Projectile.lifetime[eid] = 1000;
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const grid = [[0, 0, 0], [0, 0, 0], [0, 0, 0]];
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const walkable = new Set([0]);
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const projData = new Map<number, ProjectileData>();
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projData.set(eid, { itemId: 'Na' });
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projectileSystem(world, 100, grid, 32, walkable, projData);
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expect(Projectile.lifetime[eid]).toBe(900);
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});
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it('removes expired projectiles', () => {
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const world = createWorld();
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const eid = addEntity(world);
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addComponent(world, eid, Position);
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addComponent(world, eid, Velocity);
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addComponent(world, eid, Projectile);
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Position.x[eid] = 48;
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Position.y[eid] = 48;
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Projectile.lifetime[eid] = 50;
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const grid = [[0, 0, 0], [0, 0, 0], [0, 0, 0]];
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const walkable = new Set([0]);
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const projData = new Map<number, ProjectileData>();
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projData.set(eid, { itemId: 'Na' });
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|
||||
projectileSystem(world, 100, grid, 32, walkable, projData);
|
||||
|
||||
expect(query(world, [Projectile]).length).toBe(0);
|
||||
expect(projData.size).toBe(0);
|
||||
});
|
||||
|
||||
it('removes projectiles on non-walkable tile', () => {
|
||||
const world = createWorld();
|
||||
const eid = addEntity(world);
|
||||
addComponent(world, eid, Position);
|
||||
addComponent(world, eid, Velocity);
|
||||
addComponent(world, eid, Projectile);
|
||||
// Position on non-walkable tile (1,1) = tile 3
|
||||
Position.x[eid] = 48;
|
||||
Position.y[eid] = 48;
|
||||
Projectile.lifetime[eid] = 5000;
|
||||
|
||||
const grid = [[0, 0, 0], [0, 3, 0], [0, 0, 0]];
|
||||
const walkable = new Set([0]);
|
||||
const projData = new Map<number, ProjectileData>();
|
||||
projData.set(eid, { itemId: 'Na' });
|
||||
|
||||
projectileSystem(world, 16, grid, 32, walkable, projData);
|
||||
|
||||
expect(query(world, [Projectile]).length).toBe(0);
|
||||
});
|
||||
|
||||
it('keeps valid projectiles alive', () => {
|
||||
const world = createWorld();
|
||||
const eid = addEntity(world);
|
||||
addComponent(world, eid, Position);
|
||||
addComponent(world, eid, Velocity);
|
||||
addComponent(world, eid, Projectile);
|
||||
Position.x[eid] = 48;
|
||||
Position.y[eid] = 48;
|
||||
Projectile.lifetime[eid] = 5000;
|
||||
|
||||
const grid = [[0, 0, 0], [0, 0, 0], [0, 0, 0]];
|
||||
const walkable = new Set([0]);
|
||||
const projData = new Map<number, ProjectileData>();
|
||||
projData.set(eid, { itemId: 'Na' });
|
||||
|
||||
projectileSystem(world, 16, grid, 32, walkable, projData);
|
||||
|
||||
expect(query(world, [Projectile]).length).toBe(1);
|
||||
expect(projData.size).toBe(1);
|
||||
});
|
||||
});
|
||||
Reference in New Issue
Block a user