feat: HUD overlay via UIScene — health bar, quick slots, inventory info (Phase 4.7)

UIScene renders as overlay on top of GameScene:
- Health bar (top-left) with color transitions green→yellow→red
- 4 quick slots (bottom-center) with active highlight, item symbols and counts
- Inventory weight/slots info (bottom-right)
- Controls hint (top-right)

GameScene pushes state to Phaser registry each frame.
Phase 4 (Player Systems) complete — 222 tests passing.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
Денис Шкабатур
2026-02-12 13:36:42 +03:00
parent d173ada466
commit 7e46d1ed1d
5 changed files with 308 additions and 18 deletions

View File

@@ -1,7 +1,7 @@
# Synthesis — Development Progress
> **Last updated:** 2026-02-12
> **Current phase:** Phase 3 ✅ → Ready for Phase 4
> **Current phase:** Phase 4 ✅ → Ready for Phase 5
---
@@ -48,23 +48,27 @@
- [x] 3.7 Minimap — canvas-based 160x160 overview, viewport indicator, border (`src/world/minimap.ts`)
- [x] Unit tests — 21 passing (`tests/world.test.ts`)
### Phase 4: Player Systems ✅
- [x] 4.1 Player entity + WASD controller (`src/player/input.ts`, `src/player/collision.ts`, `src/player/spawn.ts`, `src/player/factory.ts`)
- [x] 4.2 Inventory — weight-based, element stacking, AMU mass from registries (`src/player/inventory.ts`)
- [x] 4.3 Element collection from world objects — resource entities, proximity interaction, E key (`src/player/interaction.ts`, `src/world/resources.ts`)
- [x] 4.4 Crafting — chemistry engine integration, inventory consume/produce, condition checking (`src/player/crafting.ts`)
- [x] 4.5 Projectile system — throw elements toward mouse, lifetime + tile collision (`src/player/projectile.ts`)
- [x] 4.6 Quick slots — 4 hotkeys, auto-assign on pickup, active slot for throw (`src/player/quickslots.ts`)
- [x] 4.7 HUD — UIScene overlay: health bar, quick slots, inventory info, controls hint (`src/scenes/UIScene.ts`)
- [x] Unit tests — 39 player + 28 inventory + 12 interaction + 11 crafting + 13 projectile + 15 quickslots + 8 UI = 126 tests (222 total)
---
## In Progress
_None — ready to begin Phase 4_
_None — ready to begin Phase 5_
---
## Up Next: Phase 4Player Systems
## Up Next: Phase 5Creatures & AI
- [ ] 4.1 Player entity + WASD controller
- [ ] 4.2 Inventory (weight-based, element stacking)
- [ ] 4.3 Element collection from world objects
- [ ] 4.4 Crafting (chemistry engine integration)
- [ ] 4.5 Projectile system (throw elements/compounds)
- [ ] 4.6 Quick slots (1-2-3-4 hotkeys)
- [ ] 4.7 HUD (UIScene: health ring, inventory bar, element info)
_(See IMPLEMENTATION-PLAN.md for details)_
---
@@ -82,3 +86,4 @@ None
| 2 | 2026-02-12 | Phase 1 | Chemistry engine: 20 elements, 25 compounds, 34 reactions, engine with O(1) lookup + educational failures, 35 tests passing |
| 3 | 2026-02-12 | Phase 2 | ECS foundation: world + time, 5 components, movement + bounce + health systems, Phaser bridge (polling sync), entity factory, GameScene with 20 bouncing circles at 60fps, 39 tests passing |
| 4 | 2026-02-12 | Phase 3 | World generation: simplex noise (seeded), 80x80 tilemap with 8 tile types, Catalytic Wastes biome, camera WASD+zoom, minimap with viewport indicator, 21 tests passing (95 total) |
| 5 | 2026-02-12 | Phase 4 | Player systems: WASD movement + tile collision, weight-based inventory, resource collection, crafting via chemistry engine, projectile throw, 4 quick slots, UIScene HUD overlay (health bar, slots, inventory), 126 new tests (222 total) |

View File

@@ -1,6 +1,7 @@
import Phaser from 'phaser';
import { BootScene } from './scenes/BootScene';
import { GameScene } from './scenes/GameScene';
import { UIScene } from './scenes/UIScene';
export const GAME_WIDTH = 1280;
export const GAME_HEIGHT = 720;
@@ -11,7 +12,7 @@ export const gameConfig: Phaser.Types.Core.GameConfig = {
height: GAME_HEIGHT,
backgroundColor: '#0a0a0a',
parent: document.body,
scene: [BootScene, GameScene],
scene: [BootScene, GameScene, UIScene],
physics: {
default: 'arcade',
arcade: {

View File

@@ -1,6 +1,6 @@
import Phaser from 'phaser';
import { createGameWorld, updateTime, type GameWorld } from '../ecs/world';
import { Position } from '../ecs/components';
import { Health, Position } from '../ecs/components';
import { movementSystem } from '../ecs/systems/movement';
import { healthSystem } from '../ecs/systems/health';
import { removeGameEntity } from '../ecs/factory';
@@ -154,6 +154,9 @@ export class GameScene extends Phaser.Scene {
this.interactionText.setOrigin(0.5);
this.interactionText.setDepth(100);
this.interactionText.setAlpha(0);
// 11. Launch UIScene overlay
this.scene.launch('UIScene');
}
update(_time: number, delta: number): void {
@@ -243,15 +246,27 @@ export class GameScene extends Phaser.Scene {
}
}
// 13. Stats
// 13. Push shared state to registry for UIScene
this.registry.set('health', Health.current[this.playerEid] ?? 100);
this.registry.set('healthMax', Health.max[this.playerEid] ?? 100);
this.registry.set('quickSlots', this.quickSlots.getAll());
this.registry.set('activeSlot', this.quickSlots.activeIndex);
this.registry.set('invWeight', this.inventory.getTotalWeight());
this.registry.set('invMaxWeight', this.inventory.maxWeight);
this.registry.set('invSlots', this.inventory.slotCount);
// Build counts map for UIScene
const counts = new Map<string, number>();
for (const item of this.inventory.getItems()) {
counts.set(item.id, item.count);
}
this.registry.set('invCounts', counts);
// 14. Debug stats overlay
const fps = delta > 0 ? Math.round(1000 / delta) : 0;
const px = Math.round(Position.x[this.playerEid]);
const py = Math.round(Position.y[this.playerEid]);
const invWeight = Math.round(this.inventory.getTotalWeight());
const invSlots = this.inventory.slotCount;
this.statsText.setText(
`seed: ${this.worldSeed} | ${fps} fps | pos: ${px},${py} | inv: ${invSlots} items, ${invWeight} AMU | WASD/E/F/scroll`,
);
this.statsText.setText(`seed: ${this.worldSeed} | ${fps} fps | pos: ${px},${py}`);
}
/** Try to launch a projectile from active quick slot toward mouse */

196
src/scenes/UIScene.ts Normal file
View File

@@ -0,0 +1,196 @@
/**
* UIScene — HUD overlay on top of GameScene
*
* Renders health bar, quick slots, inventory weight.
* Reads shared game state from Phaser registry.
*/
import Phaser from 'phaser';
import { SLOT_COUNT } from '../player/quickslots';
import { ElementRegistry } from '../chemistry/elements';
import { CompoundRegistry } from '../chemistry/compounds';
const SLOT_SIZE = 44;
const SLOT_GAP = 4;
const HEALTH_BAR_WIDTH = 160;
const HEALTH_BAR_HEIGHT = 14;
/** Get color for a chemical item as number (for rendering) */
function getItemDisplayColor(itemId: string): number {
const el = ElementRegistry.getBySymbol(itemId);
if (el) return parseInt(el.color.replace('#', ''), 16);
const comp = CompoundRegistry.getById(itemId);
if (comp) return parseInt(comp.color.replace('#', ''), 16);
return 0xffffff;
}
/** Get display name for a chemical item */
function getItemDisplayName(itemId: string): string {
const el = ElementRegistry.getBySymbol(itemId);
if (el) return el.symbol;
const comp = CompoundRegistry.getById(itemId);
if (comp) return comp.formula;
return itemId;
}
export class UIScene extends Phaser.Scene {
// Health
private healthBarBg!: Phaser.GameObjects.Rectangle;
private healthBarFill!: Phaser.GameObjects.Rectangle;
private healthText!: Phaser.GameObjects.Text;
// Quick slots
private slotBoxes: Phaser.GameObjects.Rectangle[] = [];
private slotTexts: Phaser.GameObjects.Text[] = [];
private slotNumTexts: Phaser.GameObjects.Text[] = [];
private slotCountTexts: Phaser.GameObjects.Text[] = [];
// Inventory
private invText!: Phaser.GameObjects.Text;
// Controls hint
private controlsText!: Phaser.GameObjects.Text;
constructor() {
super({ key: 'UIScene' });
}
create(): void {
const w = this.cameras.main.width;
const h = this.cameras.main.height;
// === Health bar (top-left) ===
const hpX = 12;
const hpY = 12;
this.healthBarBg = this.add.rectangle(
hpX + HEALTH_BAR_WIDTH / 2, hpY + HEALTH_BAR_HEIGHT / 2,
HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT, 0x330000,
);
this.healthBarBg.setStrokeStyle(1, 0x660000);
this.healthBarFill = this.add.rectangle(
hpX + HEALTH_BAR_WIDTH / 2, hpY + HEALTH_BAR_HEIGHT / 2,
HEALTH_BAR_WIDTH, HEALTH_BAR_HEIGHT, 0x00cc44,
);
this.healthText = this.add.text(
hpX + HEALTH_BAR_WIDTH + 8, hpY, '', {
fontSize: '12px',
color: '#00ff88',
fontFamily: 'monospace',
},
);
// === Quick slots (bottom-center) ===
const totalW = SLOT_COUNT * SLOT_SIZE + (SLOT_COUNT - 1) * SLOT_GAP;
const startX = (w - totalW) / 2;
const startY = h - SLOT_SIZE - 12;
for (let i = 0; i < SLOT_COUNT; i++) {
const x = startX + i * (SLOT_SIZE + SLOT_GAP);
const cx = x + SLOT_SIZE / 2;
const cy = startY + SLOT_SIZE / 2;
// Slot background
const box = this.add.rectangle(cx, cy, SLOT_SIZE, SLOT_SIZE, 0x111111, 0.85);
box.setStrokeStyle(2, 0x444444);
this.slotBoxes.push(box);
// Slot number (top-left corner)
const numText = this.add.text(x + 3, startY + 2, `${i + 1}`, {
fontSize: '10px',
color: '#555555',
fontFamily: 'monospace',
});
this.slotNumTexts.push(numText);
// Item name (center)
const itemText = this.add.text(cx, cy - 2, '', {
fontSize: '14px',
color: '#ffffff',
fontFamily: 'monospace',
fontStyle: 'bold',
});
itemText.setOrigin(0.5);
this.slotTexts.push(itemText);
// Count (bottom-right)
const countText = this.add.text(x + SLOT_SIZE - 3, startY + SLOT_SIZE - 3, '', {
fontSize: '10px',
color: '#aaaaaa',
fontFamily: 'monospace',
});
countText.setOrigin(1, 1);
this.slotCountTexts.push(countText);
}
// === Inventory info (bottom-right) ===
this.invText = this.add.text(w - 12, h - 14, '', {
fontSize: '11px',
color: '#888888',
fontFamily: 'monospace',
backgroundColor: '#000000aa',
padding: { x: 4, y: 2 },
});
this.invText.setOrigin(1, 1);
// === Controls hint (top-right) ===
this.controlsText = this.add.text(w - 12, 12, 'WASD move | E collect | F throw | 1-4 slots | scroll zoom', {
fontSize: '10px',
color: '#444444',
fontFamily: 'monospace',
});
this.controlsText.setOrigin(1, 0);
}
update(): void {
// === Read shared state from registry ===
const health = (this.registry.get('health') as number) ?? 100;
const healthMax = (this.registry.get('healthMax') as number) ?? 100;
const slots = (this.registry.get('quickSlots') as (string | null)[]) ?? [];
const activeSlot = (this.registry.get('activeSlot') as number) ?? 0;
const invWeight = (this.registry.get('invWeight') as number) ?? 0;
const invMaxWeight = (this.registry.get('invMaxWeight') as number) ?? 500;
const invSlots = (this.registry.get('invSlots') as number) ?? 0;
const invCounts = (this.registry.get('invCounts') as Map<string, number>) ?? new Map();
// === Update health bar ===
const ratio = healthMax > 0 ? health / healthMax : 0;
const fillWidth = HEALTH_BAR_WIDTH * ratio;
this.healthBarFill.width = fillWidth;
this.healthBarFill.x = this.healthBarBg.x - (HEALTH_BAR_WIDTH - fillWidth) / 2;
// Color: green → yellow → red
const hpColor = ratio > 0.5 ? 0x00cc44 : ratio > 0.25 ? 0xccaa00 : 0xcc2200;
this.healthBarFill.setFillStyle(hpColor);
this.healthText.setText(`${Math.round(health)}/${healthMax}`);
// === Update quick slots ===
for (let i = 0; i < SLOT_COUNT; i++) {
const itemId = i < slots.length ? slots[i] : null;
const isActive = i === activeSlot;
// Border color
this.slotBoxes[i].setStrokeStyle(2, isActive ? 0x00ff88 : 0x444444);
this.slotBoxes[i].setFillStyle(isActive ? 0x1a2a1a : 0x111111, 0.85);
if (itemId) {
const displayName = getItemDisplayName(itemId);
const displayColor = getItemDisplayColor(itemId);
this.slotTexts[i].setText(displayName);
this.slotTexts[i].setColor(`#${displayColor.toString(16).padStart(6, '0')}`);
const count = invCounts.get(itemId) ?? 0;
this.slotCountTexts[i].setText(count > 0 ? `${count}` : '0');
this.slotCountTexts[i].setColor(count > 0 ? '#aaaaaa' : '#660000');
} else {
this.slotTexts[i].setText('');
this.slotCountTexts[i].setText('');
}
}
// === Update inventory ===
this.invText.setText(`${Math.round(invWeight)}/${invMaxWeight} AMU | ${invSlots} items`);
}
}

73
tests/ui.test.ts Normal file
View File

@@ -0,0 +1,73 @@
/**
* Tests for UIScene helper functions and HUD state contract
*/
import { describe, it, expect } from 'vitest';
import { ElementRegistry } from '../src/chemistry/elements';
import { CompoundRegistry } from '../src/chemistry/compounds';
import { QuickSlots, SLOT_COUNT } from '../src/player/quickslots';
import { Inventory } from '../src/player/inventory';
import { Health } from '../src/ecs/components';
/** Mirror of UIScene's getItemDisplayColor for testability */
function getItemDisplayColor(itemId: string): number {
const el = ElementRegistry.getBySymbol(itemId);
if (el) return parseInt(el.color.replace('#', ''), 16);
const comp = CompoundRegistry.getById(itemId);
if (comp) return parseInt(comp.color.replace('#', ''), 16);
return 0xffffff;
}
/** Mirror of UIScene's getItemDisplayName for testability */
function getItemDisplayName(itemId: string): string {
const el = ElementRegistry.getBySymbol(itemId);
if (el) return el.symbol;
const comp = CompoundRegistry.getById(itemId);
if (comp) return comp.formula;
return itemId;
}
describe('HUD display helpers', () => {
it('getItemDisplayColor returns correct color for element', () => {
const color = getItemDisplayColor('Fe');
expect(color).toBeGreaterThan(0);
expect(color).not.toBe(0xffffff); // Not the fallback
});
it('getItemDisplayColor returns fallback for unknown item', () => {
expect(getItemDisplayColor('totally_unknown')).toBe(0xffffff);
});
it('getItemDisplayName returns symbol for element', () => {
expect(getItemDisplayName('Fe')).toBe('Fe');
expect(getItemDisplayName('Na')).toBe('Na');
});
it('getItemDisplayName returns formula for compound', () => {
const name = getItemDisplayName('H2O');
expect(name).toBe('H₂O');
});
it('getItemDisplayName returns raw id for unknown', () => {
expect(getItemDisplayName('xyz')).toBe('xyz');
});
});
describe('HUD registry state contract', () => {
it('QuickSlots.getAll returns array of length SLOT_COUNT', () => {
const qs = new QuickSlots();
expect(qs.getAll()).toHaveLength(SLOT_COUNT);
});
it('Inventory provides required state fields', () => {
const inv = new Inventory(500, 20);
expect(typeof inv.getTotalWeight()).toBe('number');
expect(typeof inv.maxWeight).toBe('number');
expect(typeof inv.slotCount).toBe('number');
expect(Array.isArray(inv.getItems())).toBe(true);
});
it('Health component arrays are accessible', () => {
expect(Array.isArray(Health.current)).toBe(true);
expect(Array.isArray(Health.max)).toBe(true);
});
});