feat: quick slots with 1-4 hotkeys (Phase 4.6)
4 quick slots bound to keys 1-4. Active slot determines what F key throws. Auto-assigns new items on collection. Clears slot when item depleted. 15 new tests (213 total). Co-authored-by: Cursor <cursoragent@cursor.com>
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66
src/player/quickslots.ts
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66
src/player/quickslots.ts
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/**
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* Quick Slots — 4 Hotkey Slots for Fast Item Access
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*
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* Keys 1-4 select active slot. Active slot determines
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* what gets thrown (F) or used. Items are referenced
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* by id from the inventory.
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*/
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/** Number of quick slots */
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export const SLOT_COUNT = 4;
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/**
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* Quick slots manager.
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* Stores item ids assigned to 4 slots (keys 1-4).
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* Active slot determines current "equipped" item.
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*/
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export class QuickSlots {
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private slots: (string | null)[] = new Array(SLOT_COUNT).fill(null);
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/** Currently active slot index (0-3) */
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activeIndex = 0;
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/** Assign an item id to a slot (null to clear) */
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assign(index: number, itemId: string | null): void {
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if (index < 0 || index >= SLOT_COUNT) return;
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this.slots[index] = itemId;
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}
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/** Get item id in a slot (null if empty) */
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getSlot(index: number): string | null {
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if (index < 0 || index >= SLOT_COUNT) return null;
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return this.slots[index];
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}
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/** Get item id in the active slot */
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getActive(): string | null {
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return this.slots[this.activeIndex];
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}
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/** Set active slot index (clamped to valid range) */
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setActive(index: number): void {
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this.activeIndex = Math.max(0, Math.min(SLOT_COUNT - 1, index));
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}
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/** Get all slot contents as array */
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getAll(): (string | null)[] {
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return [...this.slots];
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}
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/**
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* Auto-assign an item to the first empty slot.
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* Returns slot index, or -1 if no empty slot or item already assigned.
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*/
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autoAssign(itemId: string): number {
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// Don't duplicate
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if (this.slots.includes(itemId)) return -1;
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for (let i = 0; i < SLOT_COUNT; i++) {
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if (this.slots[i] === null) {
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this.slots[i] = itemId;
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return i;
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}
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}
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return -1;
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}
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}
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@@ -23,6 +23,7 @@ import {
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projectileSystem,
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type ProjectileData,
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} from '../player/projectile';
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import { QuickSlots } from '../player/quickslots';
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import type { InputState } from '../player/types';
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export class GameScene extends Phaser.Scene {
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@@ -40,6 +41,7 @@ export class GameScene extends Phaser.Scene {
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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 quickSlots!: QuickSlots;
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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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@@ -47,6 +49,10 @@ export class GameScene extends Phaser.Scene {
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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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ONE: Phaser.Input.Keyboard.Key;
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TWO: Phaser.Input.Keyboard.Key;
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THREE: Phaser.Input.Keyboard.Key;
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FOUR: Phaser.Input.Keyboard.Key;
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};
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// Interaction feedback
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@@ -89,6 +95,7 @@ export class GameScene extends Phaser.Scene {
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const spawnY = spawn?.y ?? (biome.mapHeight * biome.tileSize) / 2;
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this.playerEid = createPlayerEntity(this.gameWorld.world, spawnX, spawnY);
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this.inventory = new Inventory(500, 20);
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this.quickSlots = new QuickSlots();
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// 7. Camera — follow player, zoom via scroll wheel
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const worldPixelW = biome.mapWidth * biome.tileSize;
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@@ -113,6 +120,10 @@ export class GameScene extends Phaser.Scene {
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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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ONE: keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.ONE),
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TWO: keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.TWO),
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THREE: keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.THREE),
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FOUR: keyboard.addKey(Phaser.Input.Keyboard.KeyCodes.FOUR),
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};
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// 9. Minimap
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@@ -189,10 +200,22 @@ export class GameScene extends Phaser.Scene {
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this.gameWorld.world, justPressedE, this.inventory, this.resourceData,
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);
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if (interaction) {
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// Auto-assign collected items to quick slots
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if (interaction.type === 'collected' || interaction.type === 'depleted') {
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if (interaction.itemId) {
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this.quickSlots.autoAssign(interaction.itemId);
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}
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}
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this.showInteractionFeedback(interaction.type, interaction.itemId);
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}
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// 8. Throw projectile (F key, debounced)
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// 8. Quick slot selection (1-4 keys)
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if (this.keys.ONE.isDown) this.quickSlots.setActive(0);
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if (this.keys.TWO.isDown) this.quickSlots.setActive(1);
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if (this.keys.THREE.isDown) this.quickSlots.setActive(2);
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if (this.keys.FOUR.isDown) this.quickSlots.setActive(3);
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// 9. Throw projectile (F key, debounced) — uses active quick slot
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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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@@ -231,17 +254,15 @@ export class GameScene extends Phaser.Scene {
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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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/** Try to launch a projectile from active quick slot 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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const itemId = this.quickSlots.getActive();
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if (!itemId || !this.inventory.hasItem(itemId)) {
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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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const removed = this.inventory.removeItem(itemId, 1);
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if (removed === 0) return;
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// Get mouse world position for direction
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@@ -256,10 +277,16 @@ export class GameScene extends Phaser.Scene {
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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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itemId,
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);
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this.showInteractionFeedback('collected', `Threw ${item.id}`);
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// Clear quick slot if inventory is now empty for this item
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if (!this.inventory.hasItem(itemId)) {
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const slotIdx = this.quickSlots.getAll().indexOf(itemId);
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if (slotIdx >= 0) this.quickSlots.assign(slotIdx, null);
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}
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this.showInteractionFeedback('collected', `Threw ${itemId}`);
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}
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private showInteractionFeedback(type: string, itemId?: string): void {
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